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				September 28th, 2006, 01:25 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		I have made a few that have worked fine, but I was lazy and copied over existing textures. 
 
How did you go about adding it? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 28th, 2006, 01:25 PM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		Minesweeping seems still identical to SE IV but as far as I understand you can create new units and the mine-sweeping component has this ability: 
 
Ability 1 Type                                  := Units - Sweeping 
Ability 1 Description                           := Can sweep [%Amount2%] mines per use. 
Ability 1 Scope                                 := Space Object 
Ability 1 Range Formula                         := 0 
Ability 1 Amount 1 Formula                      := "Mine" 
Ability 1 Amount 2 Formula                      := 2 + (([%Level%] - 1) * 5) 
 
So could you create "supermines" which can't be swept by the normal minesweeping component but only by the "superminesweeping" component (replace "mine" in the above formula by "supermine")?? 
That would be absolutely great as mines could be made useful even for later games! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 28th, 2006, 01:31 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		I also copied over existing textures (backing up the original of course).  The new textures are the same size (192KB) and work fine when I switch to the system using the Planet menu... but when I switch to the system using the minimap, I get the endless loop of popping up errors over a white screen. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 28th, 2006, 02:34 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		You could definitely do that, Q. I think you can also make a component that "sweeps" FIGHTERS, not that it makes any sense.    
		
	
		
		
		
		
		
		
			
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				September 28th, 2006, 06:15 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		
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				Phoenix-D said: 
Everything except the last part is doable. 
 
I'm not entirely sure if you can tie the fields together like that..  
			
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 Well if the 'formula' lines can take any formula with the right syntax...I see it as being possible.  Basically the health/structure remaining would be equal to the remaining damage, so you should be able to use the same formula, that the range to damage ratio would be using...Or at least I hope it can be...Question is I dont think you can decrease the damage done by damaging the health/structure, unless we can make a formula that can loop back the remainder to the range/damage line.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 30th, 2006, 10:32 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		What is the deal with the csf files?  Will they be moddable by the players? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 30th, 2006, 11:17 AM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		The .csf-files are the compiled script files. You will be able to compile them with the included editor. 
		
	
		
		
		
		
		
		
			
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				September 30th, 2006, 11:32 AM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		Neat,  what do the 2 that are there do now? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 30th, 2006, 12:40 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 30th, 2006, 03:00 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		I was taking a look at the data files again today, and was looking at the damage types.txt file.  It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.  
 
Damage Type Name                                := Skips Normal Shields 
Description                                     := Damage which skips normals shields but will be stopped by other kinds of shields.  
Picture Number                                  := 32 
Cannot Penetrate Any Kind Of Shields            := FALSE 
Cannot Penetrate Any Kind Of Armor              := FALSE 
Number Of Vehicle Types                         := 0 
Number of Shield Types                          := 1 
Shield Type 1 Name                              := Normal Shields 
Shield Type 1 Penetration Percent               := 100  
Shield Type 1 Damage Percent                    := 0 
Number of Armor Types                           := 0 
Internal Damage Percent                         := 100  
Facility Damage Percent                         := 100 
Population Amount Killed Per Damage Point       := 0.25 
Crew Amount Killed Per Damage Point             := 0 
Is Viral Weapon                                 := FALSE 
Number Of Special Effects                       := 0 
Number Of Requirements                          := 0 
Number Of Abilities                             := 0 
 
With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well... 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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