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February 3rd, 2004, 03:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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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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February 4th, 2004, 10:10 AM
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Sergeant
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Join Date: Feb 2003
Location: Finland
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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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February 4th, 2004, 09:19 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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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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February 5th, 2004, 01:59 AM
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Corporal
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Join Date: Mar 2003
Location: United States
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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? )
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Or perhaps the even shorter:
ship.movement.solarpanel.bonus = Iif(amount(suns in system) > 0, ship.equipment.solarpanel.level, 0)

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February 5th, 2004, 02:04 AM
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Second Lieutenant
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Location: Australia
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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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February 5th, 2004, 04:47 AM
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Shrapnel Fanatic
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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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February 6th, 2004, 02:31 AM
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Sergeant
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Join Date: Feb 2003
Location: Finland
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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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If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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