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September 28th, 2006, 02:08 AM
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National Security Advisor
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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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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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September 28th, 2006, 11:33 AM
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General
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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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September 28th, 2006, 01:18 PM
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Corporal
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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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September 28th, 2006, 01:25 PM
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National Security Advisor
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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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September 28th, 2006, 01:25 PM
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Colonel
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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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September 28th, 2006, 01:31 PM
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Corporal
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Re: Modding SEV Thread Questions
I also copied over existing textures (backing up the original of course). The new textures are the same size (192KB) and work fine when I switch to the system using the Planet menu... but when I switch to the system using the minimap, I get the endless loop of popping up errors over a white screen.
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September 28th, 2006, 02:34 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
You could definitely do that, Q. I think you can also make a component that "sweeps" FIGHTERS, not that it makes any sense. 
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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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September 28th, 2006, 06:15 PM
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Captain
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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..
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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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September 30th, 2006, 10:32 AM
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Second Lieutenant
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Re: Modding SEV Thread Questions
What is the deal with the csf files? Will they be moddable by the players?
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