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  #1  
Old June 28th, 2003, 07:19 AM

dumbluck dumbluck is offline
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Default Re: Modding Limitations: Things needed for Next Patch

More granularity in the special weapons types.

For instance, right now you don't have a choice whether or not your Engine Damaging weapons skip shields. Maybe I'd like some variety, and have some that do skip shields and some that don't. I think that the "damages engines" flag should be seperate from the "skips shields" flag.

Of coarse, this isn't limited to just Engine destroyers. Weapon destroyers, Computer destroyers, etc. all are hard coded whether or not they skip shields. Seperate those two abilities, please.
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  #2  
Old June 28th, 2003, 07:30 AM

tesco samoa tesco samoa is offline
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Default Re: Modding Limitations: Things needed for Next Patch

indeed as you knew what i was saying
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #3  
Old June 28th, 2003, 08:59 AM
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Default Re: Modding Limitations: Things needed for Next Patch

I don't want to discourage anybody, but I am afraid these ideas will be only for SE V because I doubt very much there will be any further patch for SE IV.
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Old June 28th, 2003, 09:28 AM

Phoenix-D Phoenix-D is offline
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Default Re: Modding Limitations: Things needed for Next Patch

Q, you're being a bit too pessimistic.

http://www.shrapnelgames.com/cgi-bin...;f=23;t=009392

scroll down to the post by Geo. No gurrentees, but its possible.
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  #5  
Old June 28th, 2003, 10:21 AM

Taera Taera is offline
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Default Re: Modding Limitations: Things needed for Next Patch

flags! thats what we need!
SKIPS SHIELDS : YES/NO
SKIPS ARMOR : YES/NO
and whatever else is, we need FLAGS! lol
*waves a flag around*
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  #6  
Old June 28th, 2003, 12:34 PM
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Default Re: Modding Limitations: Things needed for Next Patch

Quote:
Originally posted by Phoenix-D:
Q, you're being a bit too pessimistic.

http://www.shrapnelgames.com/cgi-bin...;f=23;t=009392

scroll down to the post by Geo. No gurrentees, but its possible.
I would love to be wrong!!
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  #7  
Old July 7th, 2003, 12:32 AM

TNZ TNZ is offline
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Default Re: Modding Limitations: Things needed for Next Patch

Try this for Federation ships add Medical Bay, Launch/Recover Fighters and Cargo Storage ability to VehicleSize File.

eg
Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 200
Cost Minerals := 200
Cost Organics := 200
Cost Radioactives := 100
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Federation Technology
Tech Level Req 2 := 1
Number of Abilities := 4
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := 40% harder to hit in combat.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Ability 2 Type := Medical Bay
Ability 2 Descr := Cures level 1 plagues.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Launch/Recover Fighters
Ability 3 Descr := Can launch and recover fighters.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 4
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 90kT worth of cargo space.
Ability 4 Val 1 := 90
Ability 4 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 2
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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