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  #1  
Old June 18th, 2001, 10:17 PM

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Default Re: A question about setting up designs. DevNullMod.

Lee while you are at it, I noticed something odd during a solo Devnull Mod game. I have Contra Terr-Whatever-the-Hell engines (level 4) and just discovered fighters, yet I only have ion engines available. Shouldn't I get the fighter-size CT engines w/ the +1 move bonus? Let me know.
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Old June 18th, 2001, 10:21 PM
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Default Re: A question about setting up designs. DevNullMod.

You need fighter tech level two, probably.
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Old June 19th, 2001, 04:07 PM
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Default Re: A question about setting up designs. DevNullMod.

Yup, it all depends on how developed your fighter technology is. I have quantum engines right now and only had the most basic fighter engines for the longes time. The Tech Tree considers Fighter Tech to be specialized technology, and must be developed separately.

zen
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Old June 19th, 2001, 05:49 PM
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Default Re: A question about setting up designs. DevNullMod.

Arc. You need those weapons (the pdc wpns) to each have a different weapon family number. currently they all are in family number 6, (along with reactive armour I to III), just create a new family # for each weapon and put them in there. Currently the wpn family goes to 118. So if you give them #'s 119+ it 'should' work. Then you can use them in designs.

If this doesn't work then you have to add them to design by 'abilities', ie, point defense is added to ships by the 'point-defense' ability, mine sweeping by 'mine sweeping' and solar sails by 'Extra Movement Generation'. So a different 'ability' needs to be added (maybe point-defense1, point-defense2, etc), then you can add these in the 'misc' abilities lines. This should work (now that I think about it, this should work better than my above suggestion, I tried having pdc as a secondary weapon once, there were no extra pdc added vs a normal ship, so try this.)

If this does not work then I am smoking something and do not know what I am talking about. Try Dev, he might know. Currently I'm just pi**ing into the wind

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Old June 19th, 2001, 07:02 PM
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Default Re: A question about setting up designs. DevNullMod.

Uhm, you can't add abilities. They're all hard coded in the game engine and listed in abilities.txt. The game doesn't use abilities.txt, it's just there for us modders to know what abilities we can play with.
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Old June 20th, 2001, 03:18 PM
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Default Re: A question about setting up designs. DevNullMod.

Really. I didn't know that. I'm currently trying to set up a 'Starfleet Academy' of sorts. It's basically a starbase-based lower-powered Version of the ship and fleet training facilities. Can only fit in a Starbase, and doesn't provide the amount of experience that the planetary facilities do.

This goes against my usual idea of only incorporating things the AI can use too, but it's nice for multiplayer and is definitely a limited resource. It's not a transphasic torpedo, in other words.

zen
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Old June 20th, 2001, 03:25 PM
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Default Re: A question about setting up designs. DevNullMod.

An interesting twist on the training facilities is to set them up like this:

TF1:
3% per turn, max of 6% training
TF2:
2% per turn, max of 12% training
TF3:
1% per turn, max of 20% training

So, for fastest training, you need to build three different facilities, and your ships have to go through 2 turns of basic training, then graduate to the intermediate for 3 turns, and finally do almost a year of the advanced courses.
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