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December 24th, 2002, 09:11 PM
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First Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Very sweet, the program has come a long way since the first edition!
The damage ratio is useful because it tells you how many damage points the weapon will punch out each turn per kT of space it takes up on your ship. (the calculation takes the reload time into consideration so the damage/kT is reported as if the weapon fires every turn)
The Alpha (First) strike value is useful because it tells you the ratio of damage done by the weapon on the first round of combat*. This is cool, because some weapons have a long reload time.. so their damage ratio as calculated above might suck. HOWEVER if the first strike value is really high, you can cripple your opponent on the first volly, and then the second, third and even fourth rounds cease to be a concern 'cause the other guy is either dead or close to it!
These two values are very important (IMHO) for making sure the weapons are balanced.
EDIT: Just one thing that I noticed when using the modder. When more than 4 abilities are attached to a component or facility, there is no scroll bar to allow you to look at the additional abilities. This is of course most important when lookin and editing things like the B5 mod, where some facilities have 7+ abilities.
EDIT #2: Is it now possible to define what ship type will be found in a specific location within a fleet formation?!!?
Edit #3: Oh, and I think that the program reports the ability 'star unstable' as armor. Would it be possible to change this, as many mods use this non-sense place holder for descriptions, etc.
* well it's not just the first round of combat, but every round that the weapon fires. I just said first round for the sake of simplicity.
[ December 24, 2002, 20:06: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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December 25th, 2002, 04:51 AM
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Shrapnel Fanatic
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The Formations editor won't add a ship 99 or 100.
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December 25th, 2002, 07:28 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Man, I really ought to get around to switching to the new Version....
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December 25th, 2002, 11:51 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by jimbob:
Edit #3: Oh, and I think that the program reports the ability 'star unstable' as armor. Would it be possible to change this, as many mods use this non-sense place holder for descriptions, etc.
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Think is caused by having the 'Filter Abilities List" under the file menu checked on. This was designed to make it easier for rookies to tell what abilities worked with components, facilities. etc. However if you open a mod that has a non standard ability like you mentioned it will show it wrong. To fix unclick the option and then select your mod from the file menu (this will force the abilites list to be refilled)
As far as the scroll bar for abilites there is one! Can you tell me what mod you were view or what you did that caused it to not appear?
[ December 25, 2002, 21:58: Message edited by: DavidG ]
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December 25th, 2002, 11:56 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by jimbob:
EDIT #2: Is it now possible to define what ship type will be found in a specific location within a fleet formation?!!?
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As far as I know it has always been possible at least in gold. (except in gold all the postions are like "Position 1 Type:= Any) I know the TDM mod formations use them although I haven't tested it extensively enough to know how well it works in game.
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December 25th, 2002, 11:57 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Imperator Fyron:
The Formations editor won't add a ship 99 or 100.
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Gees who knew someone would actaully want a 99 ship formation! 
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December 26th, 2002, 04:10 PM
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Major
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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December 27th, 2002, 02:00 AM
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Shrapnel Fanatic
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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December 29th, 2002, 12:27 AM
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First Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
David:
Okay, thanks for the help on the 'Abilities Filter Setting'. That's all better now.
As to the scroll bar, I'm an idiot! My screen is only 15" and I didn't scroll over far enough to see it! Sorry for any wasted time that you may have spent wondering about that...
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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January 28th, 2003, 06:41 AM
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Corporal
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Hmm. I got that damn sound thingy again. It was run-time error 11 "division by zero". I still can't imagine how that happens. I mean, I know how it happens, but... never mind. Is there some way to turn sounds off completely?
If it helps, I hit the error on the small anti-proton beam I.
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If one binds one's heart firmly and imprisons it one can allow one's spirit many liberties: I have said that before. But no one believes it if he does not already know it...
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