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September 20th, 2006, 04:10 AM
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Lieutenant General
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Re: Modding SEV Thread Questions
i think its all configurable in the stratigies. like this:
Targeting Priority 2 := Total Targeted Damage < 150% of Structure
and like this:
Target Type 1 Damage Amount := 100%
and you can configure strategies to be specific to the type of object being engaged. so you might choose to engage a carrier at a diferent range than a sphereworld. and that iss pretty snazzy.
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September 20th, 2006, 08:30 AM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
Multiplex is basically infinite due to the real time nature.
You simply have to set your strategies to not fire overkill, so instead of 150%, ask for a much smaller percentage for targetting.
Your ships will still opportunity fire at non-priority stuff that comes into range.
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September 20th, 2006, 01:06 PM
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Sergeant
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Re: Modding SEV Thread Questions
Maybe I'm not understnding what you're saying (Suicide and Puke), but I think you're still going to get over-kill. For example, in my latest game I have a destroyer with unmounted lvl 100 meson blasters (5 of them) guarding a warp point. Those things do over 600 points of damage, one hit is all that's needed to kill any enemy ship, but if several ships come through the warp, my ship still fires all 5 at each ship, one after the other. That is VERY inefficient and (in theory) exposes my ship to much more harm than it should. I expect it works likes this:
.Target in range
.Weapon1 fires..projectile inbound
.Check target..no damage (projectile hasn't reached it yet)
.Weapon2 fires..projectile inbound
.Check target..no damage (projectile hasn't reached it yet)
.Repeat for weapon 3 to 5
I think the problem is the travel-time for projectiles. If they were instant hit it would be much better (in my opinion), because your ship could find a new target after each kill, instead of unloading all weapons at them, one at a time.
.Enemy ship in range..
.Weapon1 fires..enemy ship hit..enemy ship destroyed
.New target..enemy ship in range..
.Weapon2 fires...target hit..target destroyed
.And so on..
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September 20th, 2006, 01:36 PM
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Major General
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Re: Modding SEV Thread Questions
Is there a way to reduce system size?
I already found in "settings.txt"
Code:
System Width In Hexes := 26
System Height In Hexes := 20
Someone here suggested 20x15, but that crashes the demo. Even 24x18 looks oddly, as if some 'radius' or 'cropping range' is missing or too big - the systems start looking 'squared' at 24x18 again, the 'corners' too much filled up ..
Is it by chance "System Point Radius From Center := 410.0" .. dunno what to do with a point range here, though
Is there a way to reduce the chance for nebula sectors?
Thanks!
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September 20th, 2006, 01:40 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
To use 20x15 hexes, you need to edit the SystemTypes.txt file so that no items are placed beyond ring 7 - that is what causes the crash.
When changing the system size, multiple the radius by the factor you change the size by. For example, 20/26 is ~ 75%, so the radius should be 315 etc.
You'd need to edit QuadrantTypes.txt to reduce the occurence of nebulas.
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October 21st, 2006, 10:08 PM
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Corporal
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Re: Modding SEV Thread Questions
Quote:
Captain Kwok said:
To use 20x15 hexes, you need to edit the SystemTypes.txt file so that no items are placed beyond ring 7 - that is what causes the crash.
When changing the system size, multiple the radius by the factor you change the size by. For example, 20/26 is ~ 75%, so the radius should be 315 etc.
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I had a look in SystemTypes.txt and maybe I was being over-optimistic but I simply replaced any reference to "ring 8" or "ring 9" with "ring 7".
I can now generate a 20x15 system but there's just my homeworld and maybe a storm - no other planets or warp points.
Going the other way a 40x20 with a 720 radius gives the attached screenshot. It kinda appeals to me because at least it looks like the screen's being used efficiently in the 2D view.
Given that I'm determined to stick with the 2D view I assumed that making the screen smaller would make the icons more legible without obscuring neighbouring hexes so badly (since individual hexes will be relatively bigger). However now I'm thinking of sticking with the 40x20 and seeing if I can mod the icons to be more readable when pulled out as per the screenshot. I figure if I could replace them with simnple letters (like the old YSR) it'll be good enough. Not that I've even checked to see if those grafix are available to edit.
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September 20th, 2006, 06:38 PM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
The way it should work is;
Target has X Hitpoints, figure in overkill %, figure in hit chance, etc. So, Y guns should be enough.
Weapon 1;
Fire on target
Weapon 2;
Fire on target
Weapon Y+1;
Too many guns targetted, skip.
If there are no other targets in range, the ship may just fire the rest because it can.
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September 20th, 2006, 07:08 PM
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Sergeant
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Re: Modding SEV Thread Questions
Hmm..I'll pay closer attention in my next set of combats.
"If there are no other targets in range, the ship may just fire the rest because it can. "
That I don't like. Just because there are no targets in range *now*, doesn't mean no targets will present themselves soon (ie before the wastefully discharged weapons can refire/reload). This could be a particularly bad thing for weapons with long reload times.
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September 20th, 2006, 08:34 PM
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Sergeant
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Re: Modding SEV Thread Questions
In damagetypes.txt if you list multiple requirements how do you make them Req 1 OR Req 2 instead of Req 1 AND Req 2?
So if I set a damage type to destroy engines and weapons, will it destroy only components that are BOTH an engine and a weapon?
Is there no way to add a special damage type (i.e. deplete supplies) to an otherwise normal weapon?
The instructions imply that any weapon with a "Special" function skips the normal damage allocation process. I want a weapon that does both.
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September 20th, 2006, 08:37 PM
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Sergeant
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Re: Modding SEV Thread Questions
@SJ
Ok, I think I see what you mean, I was just looking through settings.txt again and noticed:
Estimated Targeting Damage Percent for Torpedo Weapon := 50
Estimated Targeting Damage Percent for Directed Torpedo Weapon := 50
Estimated Targeting Damage Percent for Beam Weapon := 50
Estimated Targeting Damage Percent for Bolt Weapon := 50
I still think my second point is valid though..
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