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October 28th, 2003, 02:51 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: Big List of Mods & Stuff - ok, fine comments too.
Yes, I know:
I might get some of the double reactors placed on the AI ships, but I don't want to make it too easy for the player to pick up huge reactors continuously...
The problem is the AI will still fill the ships to the brim with reactors, and now the player will have a bonanza of double reactors which will make the singles completely useles..
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October 28th, 2003, 03:00 AM
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National Security Advisor
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Re: Big List of Mods & Stuff - ok, fine comments too.
Sorry, misread the how many comment.
I think the dropped components are determined by the random component drop text file, and not by what components are on the actual ships, though.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 28th, 2003, 04:23 AM
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Shrapnel Fanatic
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Re: Big List of Mods & Stuff - ok, fine comments too.
There may be extras, but the components on the ship most definitely do get scattered when the ship dies...
Notice how toxin injectors leave 0% damage components in the rubble? And how if you do some damage to armor before killing a ship, it drops armor that is partially damaged?
That's what I'm talking about 
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October 28th, 2003, 06:15 AM
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National Security Advisor
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Re: Big List of Mods & Stuff - ok, fine comments too.
Ah, bleh. That would be right. Hmm, how to avoid that..can't even make AI only components, like in SE4.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 28th, 2003, 12:11 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Big List of Mods & Stuff - ok, fine comments too.
Quote:
Originally posted by Phoenix-D:
Ah, bleh. That would be right. Hmm, how to avoid that..can't even make AI only components, like in SE4.
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you can make AI only components. For example I made some monster components that can only fit into modded monster slots. They don't show correctly on long range scans (like custom slots don't show in the spacedock), but they are functional and used by the AI.
If the monsters are killed the player can pick up the monster body parts, but they cannot be used on a player ship, because it doesn't have the correct slots.
For P&N it might help to give enemy purchase hulls extra built-in energy regeneration, so they don't have to place so many generators.
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October 31st, 2003, 12:48 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Big List of Mods & Stuff - ok, fine comments too.
New! At http://imagemodserver.mine.nu/starfury
- SF SlotModder - Another compiling which fixes the "unknown error" on startup for Pheonix.
- "P&N - Homefront" - Now links to P&N-Border Wars upon completion.
- "P&N - Border wars" - The conVersion of campaign #2 is ready!
Includes a Super-Cool prototype fighter with leaky armor, double shields, self-regeneration, and a heavy weapon slot!
Note: P&N: BW has not been playtested yet. Please tell me which missions are too hard/too easy so I can adjust things.
[ October 31, 2003, 03:24: Message edited by: Suicide Junkie ]
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November 1st, 2003, 02:31 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Big List of Mods & Stuff - ok, fine comments too.
Campaign 2? Campaign 1 links to it? YAY! (Now if only I could get my current campaign 1 game to switch over to the new campaign 1 so I can continue in campaign 2 if I finish it... I actually got past the "do 3 pirate missions" stage, which I've only done once or twice before  )
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