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  #1  
Old September 26th, 2006, 04:24 PM

Phoenix-D Phoenix-D is offline
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Default Re: Modding SEV Thread Questions

I don't know for sure if the display can be changed or not..
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  #2  
Old September 26th, 2006, 04:45 PM
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Default Re: Modding SEV Thread Questions

Fields that can use formulas are labeled "Blah blah Formula".

This line details the "range blocks":
Weapon Space At Range Distance Increment := 10.0

If you were to change this to 1.0 and had a weapon go to 9 range, it would likely fill up the first row of range boxes (which would still read 10...90 since they are just a .bmp image).

There's a couple of ways to modify accuracy.

This line can change the rate that accuracy changes at range.
Weapon Space To Hit Modifier Formula := 0 - ([%Range%] * 0.5)

The above example would have accuracy decrease at half the range. That is at 50 range, it would have -25% penalty.

Alternatively you can change this value:
Weapon Space To Hit Modifier Formula := 25.0

Which adds a blanket 25% to hit at all valid ranges.
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  #3  
Old September 28th, 2006, 02:00 AM
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Default Re: Modding SEV Thread Questions

Quote:
Captain Kwok said:
Fields that can use formulas are labeled "Blah blah Formula".
This is good to know, and after looking at the data file, I noticed that what I was worried about actually has a Blah Blah Formula label...now the question is find the right formula, and syntax of formula to get what I want...

Basically I was looking for the Plasma Torpedo, from SE3, and Star Fleet Battles. The PT tracks like a seeker, and starts out with a set amount of damage, which decrease in range blocks the longer it takes to get to the target, but can be shot by beam weapons to decrease the damage it does. So basically the structure/HP of the seeker is equal to the current damage of the torpedo.

Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space Min Damage Modifier Formula
Weapon Space Max Damage Modifier Formula
Weapon Seeker Tonnage Structure Formula
Weapon Seeker Defense Modifier Formula

I figure between all of these I can mod it to get what I want...just have to figure out how...
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Old September 28th, 2006, 02:08 AM

Phoenix-D Phoenix-D is offline
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Default Re: Modding SEV Thread Questions

Everything except the last part is doable.

I'm not entirely sure if you can tie the fields together like that..
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  #5  
Old September 28th, 2006, 11:33 AM
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Default Re: Modding SEV Thread Questions

In SE2 seekers by default lost damage potential as they were damaged... I wonder why Aaron took that out
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  #6  
Old September 28th, 2006, 01:18 PM

MasterChiToes MasterChiToes is offline
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Default Re: Modding SEV Thread Questions

Sorry to stretch the thread topic... but has anyone had any luck with planet textures? (in the models directory)
I've made several of them (256x256 24bit bmps) but for some reason they all crash the game when the minimap is used to switch to a system containing the new planet texture. I can't tell if I have the format wrong, if this is bug related, or if there is some tricky requirement for the texture designs.
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  #7  
Old September 28th, 2006, 01:25 PM
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Default Re: Modding SEV Thread Questions

I have made a few that have worked fine, but I was lazy and copied over existing textures.

How did you go about adding it?
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  #8  
Old September 28th, 2006, 01:25 PM
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Default Re: Modding SEV Thread Questions

Minesweeping seems still identical to SE IV but as far as I understand you can create new units and the mine-sweeping component has this ability:

Ability 1 Type := Units - Sweeping
Ability 1 Description := Can sweep [%Amount2%] mines per use.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Mine"
Ability 1 Amount 2 Formula := 2 + (([%Level%] - 1) * 5)

So could you create "supermines" which can't be swept by the normal minesweeping component but only by the "superminesweeping" component (replace "mine" in the above formula by "supermine")??
That would be absolutely great as mines could be made useful even for later games!
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  #9  
Old September 28th, 2006, 06:15 PM
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Default Re: Modding SEV Thread Questions

Quote:
Phoenix-D said:
Everything except the last part is doable.

I'm not entirely sure if you can tie the fields together like that..
Well if the 'formula' lines can take any formula with the right syntax...I see it as being possible. Basically the health/structure remaining would be equal to the remaining damage, so you should be able to use the same formula, that the range to damage ratio would be using...Or at least I hope it can be...Question is I dont think you can decrease the damage done by damaging the health/structure, unless we can make a formula that can loop back the remainder to the range/damage line.
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  #10  
Old September 30th, 2006, 10:32 AM

aegisx aegisx is offline
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Default Re: Modding SEV Thread Questions

What is the deal with the csf files? Will they be moddable by the players?
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