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  #1  
Old February 3rd, 2004, 03:12 AM
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Default Re: Unusual New Propulsion Idea

Perhaps names more along the lines of:
"Ion injectors" (smaller size)
"Secondary Accelerators" (bonus movement)
"Thrust Baffles" (reduced supply use)
"Vectoring Actuators" (combat movement)

[ February 03, 2004, 01:19: Message edited by: Suicide Junkie ]
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  #2  
Old February 4th, 2004, 10:10 AM
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Default Re: Unusual New Propulsion Idea

But these kind of engines would create interesting palying tactics and extremely vast models of ships (not only different names, but different types totally) unlike today. Has anyone tried to mod a game like this? Is it actually possible?

I could think that code change for solar collectors would not be very difficult. Basically something like this and the code would be executed at the beginning of every sector when moving (ie. you are in nebula system, you get no bonus movement but if you warp through warp point, you get bonus movement at the other side if there is a sun):

If amount(suns in system) = 0 then
ship.movement.bonus = 0
else
if ship.equipment.solarpanel.level = 1 then
ship.movement.solarpanel.bonus = 1
end if

if ship.equipment.solarpanel.level = 2 then
ship.movement.solarpanel.bonus = 2
end if

if ship.equipment.solarpanel.level = 3 then
ship.movement.solarpanel.bonus = 3
end if

end if
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Old February 4th, 2004, 09:19 PM
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Default Re: Unusual New Propulsion Idea

The problem is, we don't have any sort of scripting language to do that with, just the static data files. There IS no way to put an "if" statement in the data files. That's why I've been bugging Aaron to put scripting and/or plugins into SE5

(btw, no offense intended but you might want to brush up on your programming... wouldn't

If amount(suns in system) = 0 then
ship.movement.bonus = 0
else
ship.movement.solarpanel.bonus = ship.equipment.solarpanel.level
end if

be easier? )
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  #4  
Old February 5th, 2004, 01:59 AM

Lord Chane Lord Chane is offline
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Default Re: Unusual New Propulsion Idea

Quote:
Originally posted by Ed Kolis:

If amount(suns in system) = 0 then
ship.movement.bonus = 0
else
ship.movement.solarpanel.bonus = ship.equipment.solarpanel.level
end if

be easier? )
Or perhaps the even shorter:

ship.movement.solarpanel.bonus = Iif(amount(suns in system) > 0, ship.equipment.solarpanel.level, 0)
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Old February 5th, 2004, 02:04 AM

Paul1980au Paul1980au is offline
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Default Re: Unusual New Propulsion Idea

Plug ins for SE5 yeah sounds like a good idea - wonder if they will keep the SEIV patches coming though ?
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Old February 5th, 2004, 04:47 AM
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Default Re: Unusual New Propulsion Idea

Probably not. The plans have been to make one final SE4 patch, then work full steam on SE5.
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Old February 6th, 2004, 02:31 AM
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Default Re: Unusual New Propulsion Idea

I could have done my pseudo code a shorter one, but not all lurkers are code makers and I wanted to make it easily understandable using simple IF statements.

Does anyone have any knowledge what are the main differences in SEV compared to SEIV (Fyron, Geoschmo, anyone)?
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