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				October 26th, 2006, 05:35 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Units and Abilities
	
			 
             
			
		
		
		
		Is it possible in SEV to create units with abilities that get aplied to the ship that is carrying them? I know that in SEIV this is not possible, but maybe in SEV.... 
 
An example would be an unit that gives a +5% firing accuracy or something like it.... 
		
	
		
		
		
		
		
		
			
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				October 26th, 2006, 05:43 PM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		Not sure on that exactly but I did see in the data files that you can specify that a unit in cargo can fire in space combat. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 26th, 2006, 05:48 PM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		But beyond firing, would it be able to add abilities to the ship itself? Like combat modifiers, maybe regeneration capabilities, and so on? 
 
My idea is to create (mod) a "captain/engineer/specialist" unit that would be carried in a ship and add abilities that increase the combat capability (and maybe other characteristics) of a ship... 
 
So you could have captains, enginners and specialists that could be "trained" in planets without spaceyards that would make your ships more useful... 
 
No idea how to make the AI use them though...  
 
BTW: i´m only with the Demo so far, so i can´t test anything about this in the full game yet... 
		
	
		
		
		
		
		
		
			
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				October 26th, 2006, 05:57 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Units and Abilities
			 
             
			
		
		
		
		Take a look at VehicleUnitTypes.txt. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 26th, 2006, 06:01 PM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		I think the answer is yes, note the third from the bottom: 
 
Unit Capabilities: 
  Can Communicate 
  Can Be Launched Into Space 
  Can Be Recovered From Space 
  Has Spaceyard Capability 
  Can Be Sector Obscured 
  Can Obscure Sectors 
  Can Be Scrapped 
  Can Be Mothballed 
  Can Be Unmothballed 
  Can Be Deconstructed And Analyzed 
  Can Be Retrofitted 
  Detonates When Enemy Near 
  Has Facing 
  Can Use Warp Points 
  Can Be In Fleet 
  Shares Supplies In Fleet 
  Can Fire Into Space From Planet Surface 
  Can Fire Into Space From Ship Cargo 
  Takes Part in Ground Combat 
  Can Self-Destruct 
  Can Be Fired On And Destroyed By Owner 
  Can Be Transferred While In Cargo 
  Cannot Be Controlled By Player Once Launched 
  Seeks Towards Target And Rams 
  Cannot Move And Tracks Target 
  Can Be Dropped For Ground Combat 
  Can Be Boarded And Captured 
  Hidden in Combat 
  Abilities Added To Parent When In Cargo 
  Does Not Require Supplies 
  Cannot Be Hit By Mines 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 27th, 2006, 01:05 AM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		Wow, units can have spaceyards......imagine the possibilities.....can obscure sectors.....am I thinking a unit can "hide" a fleet with this ability? (thinks of the vorlon fleeting hidden in hyperspace on b5)...can be boarded and captured....but can't board? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 27th, 2006, 01:33 AM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		Talk about pandora's box... 
 
Open the armored personell transport and Voila!  An aircraft carrier and all the trimmings! 
 
Hmm...imagine how many slices of pie one could stash away out of wifely view that way... 
		
	
		
		
		
		
		
		
			
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				October 27th, 2006, 04:07 AM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		
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				Lord_Shleepy said: 
Talk about pandora's box... 
 
Open the armored personell transport and Voila!  An aircraft carrier and all the trimmings! 
 
Hmm...imagine how many slices of pie one could stash away out of wifely view that way...  
			
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 This is the only downside of units having access to a wealth of abilities...something modders will have to take into consideration when making their mods...  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 27th, 2006, 04:23 AM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Units and Abilities
			 
             
			
		
		
		
		*tries really hard to see a wealth of abilities as a downside*    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 27th, 2006, 04:37 AM
			
			
			
		  
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				Re: Units and Abilities
			 
             
			
		
		
		
		
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				Imperator Fyron said: 
*tries really hard to see a wealth of abilities as a downside*    
			
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 True Dat...QFE  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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