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February 7th, 2001, 11:04 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Thanked 3 Times in 3 Posts
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Re: Pacifist / paralysing mines
Lerchey, you need to put new warhead in their own 'Family' and 'Weapon Family' group. You are using the one for the explosive warheads and that may cause the problem.
[This message has been edited by Daynarr (edited 07 February 2001).]
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February 7th, 2001, 11:57 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Pacifist / paralysing mines
If you click off the only latest button you will see the explosive warheads. You created the alegience subverter at the top of the tech tree for explosive warheads so its assumed to be just the latest explosive warhead.
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February 8th, 2001, 12:10 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Pacifist / paralysing mines
quote: Originally posted by Lerchey:
I found this line of modding interesting, since way early in the beta testing I put in a request to have "special" mines based on various tech tree weapons.
To wit, I just tried it. I creatd an allegance subverter warhead. Here are the data lines:
thats really cool. anyone know if this works? i cant try it right now, but i am anxious to know before tonight. you probably cant make a weapon that has the random event power of teleporting your ship to a random spot in the quadrant, but that would also be a cool mine ability. it would also be useful on friendly ships: "Engage the infinite probability drive!"
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(with apologies to H.P.L.)
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February 8th, 2001, 12:20 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Pacifist / paralysing mines
Hrm. I'd like to see "mines" that actually attach themselves as tracking devices, but the coding for that (and balancing it) would be *nasty*.
On teleportation... is the ability "Random target movement" strategic or tactical? I've never bothered with warp weapons, but they've got that ability.
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-- The thing that goes bump in the night
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February 8th, 2001, 12:26 AM
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Corporal
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Join Date: Jan 2001
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Re: Pacifist / paralysing mines
I knew there had to be a good idea in there somewhere.
Thanks for creating it Lerchey, my feeble brain wasn't up to the task. If it works it would be a little too much advantage for the psychics....
We send ships, they never report back. We know there's some sort of minefield in there....we send in minesweepers and they join the enemy....hmmmm.
I believe that warp weapons random move ability only works on the tactical map (I have been known to be wrong...quite regularly in fact)
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February 8th, 2001, 12:53 AM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
All,
Thanks!
I knew I was overlooking something... I just didn't know what.
I'll do a more thorough test tomorrow and will let y'all know if it works. If it does, I plan to do a bunch of more interesting mines, which I'll make available.
John
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February 9th, 2001, 05:41 AM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
Ok. Well, I still did something wrong. I tested the mines today and instead of attempting to capture ships, they blew them up! And they had ONLY my Allegiance Converted Warheads on them. Back to the ol' drawing board.
John
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