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September 30th, 2006, 12:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects.
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September 30th, 2006, 03:00 PM
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Captain
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Location: Texas
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Re: Modding SEV Thread Questions
I was taking a look at the data files again today, and was looking at the damage types.txt file. It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.
Damage Type Name := Skips Normal Shields
Description := Damage which skips normals shields but will be stopped by other kinds of shields.
Picture Number := 32
Cannot Penetrate Any Kind Of Shields := FALSE
Cannot Penetrate Any Kind Of Armor := FALSE
Number Of Vehicle Types := 0
Number of Shield Types := 1
Shield Type 1 Name := Normal Shields
Shield Type 1 Penetration Percent := 100
Shield Type 1 Damage Percent := 0
Number of Armor Types := 0
Internal Damage Percent := 100
Facility Damage Percent := 100
Population Amount Killed Per Damage Point := 0.25
Crew Amount Killed Per Damage Point := 0
Is Viral Weapon := FALSE
Number Of Special Effects := 0
Number Of Requirements := 0
Number Of Abilities := 0
With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well...
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September 30th, 2006, 03:04 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
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September 30th, 2006, 03:06 PM
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Captain
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Re: Modding SEV Thread Questions
Quote:
Captain Kwok said:
Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
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I assume we can do this my making certain restrictions and qualifiers...based on the the level of weapon tech in relation to the damage ability?
NM, I assume you mean just by the damage formula, and the level adding an amount by level...
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September 30th, 2006, 03:31 PM
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Second Lieutenant
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Re: Modding SEV Thread Questions
Looks like the csf files handle alot for the AI's. Hopefully there are alot of functions exported to the scripts. If so, you should be able to do alot.
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September 30th, 2006, 03:51 PM
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Second Lieutenant
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Re: Modding SEV Thread Questions
Also, if you turn on the scripting debug printout, it shows alot of what you can do.
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September 30th, 2006, 04:51 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
Yep. Check out the top of the damage type file- it specifies exactly how the damage routine works.
__________________
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 1st, 2006, 09:08 AM
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Private
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Re: Modding SEV Thread Questions
Is it possible to mod a crew factor to weapons, something like "phaser 5 -> ship needs 50 more crew than without it"?
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October 1st, 2006, 10:28 AM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Modding SEV Thread Questions
GGmod has that.
An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too.
Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install).
The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly).
And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful).
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October 1st, 2006, 11:10 AM
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Second Lieutenant
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Re: Modding SEV Thread Questions
Can the GUI be modded in a way to show the crew requirements?
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