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  #1  
Old October 9th, 2006, 02:54 AM

Jarena Jarena is offline
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Default Re: SE-5 : Batteries & weapons

It looks like it will work in relation to ship hulls, but can a component "see" other components in the ship/fleet/system?
From what I see I'm guessing it will be possible to add damage modifiers based on number of components to a ship (with interesting additions like diminishing returns, what have you) but, can I really define a damage type that says, basically:
for every [component a], deal +10 damage?

I suppose come tomorrow I'll have some idea (provided Gamestop 's shipment arrives)
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Old October 9th, 2006, 03:14 AM

Phoenix-D Phoenix-D is offline
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Default Re: SE-5 : Batteries & weapons

You don't want to use damage types for that, you want the fake abilities.

Give your component an ability. Then call that ability in the damage line that says something like

(normal weapon formla) + 10*(Get_Design_Ability_Component_Count("Component")

To clarify things a bit:
Damage Types are found in DamageTypes.txt, and refered to via the "Weapon Damage Type" line in components.txt.

Abilities are found..all over the place..and listed in a file that isn't included in the demo. They're refered to using stuff like the Get_Design_Ability option and Ability 1 Type line in components.txt.

What you're refering to in your last post is the damage *formula*. That's set via Weapon Space Min Damage Modifier Formula and the like, and then modified by the Damage Type.
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Old October 9th, 2006, 03:17 AM
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Fyron Fyron is offline
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Default Re: SE-5 : Batteries & weapons

There is no abilities file attached to this post. Move along, nothing to see here.
Attached Files
File Type: zip 454462-Description_Abilities.zip (3.7 KB, 113 views)
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Old October 9th, 2006, 09:53 AM
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Default Re: SE-5 : Batteries & weapons

zomg look at all the scopes
So you mean you could actually make an ability which, say, affected ships belonging to all other empires within 20 lightyears on the system map using "System Range - All But This Player" I wonder if that one actually works
I wonder what's with all the minuses... research and intel point generation abilities have no proper ability name?
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Old October 9th, 2006, 11:04 AM
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Default Re: SE-5 : Batteries & weapons

And I don't even think that list is complete...
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Old October 9th, 2006, 01:29 PM
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Default Re: SE-5 : Batteries & weapons

Wow, it's absolutely wonderful how moddable SEV is, the vast possibilities available in the data files!

It's great that we can now have system gravitational shield facilities that stop other empires from using stellar manipulation, but doesn't stop your own empire. In SEIV we had to use the gamey tactic of scrapping our own facility whenever we had to create our own warp points, and then quickly building another one that we had on a suspended build queue.

By the way, in SEV do we have the ability to turn on and off these abilities without having to scrap and rebuild the facility each time?
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Old October 9th, 2006, 02:18 PM

Elsemeravin Elsemeravin is offline
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Default Re: SE-5 : Batteries & weapons

Quote:
Imperator Fyron said:
There is no abilities file attached to this post. Move along, nothing to see here.
It would be nice if there would be no formula list attached to your next post !
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Old October 9th, 2006, 03:26 PM

Jarena Jarena is offline
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Default Re: SE-5 : Batteries & weapons

This is excellent. Ah, so many possibilities with these (and hopefully by 6pm tonight I'll be able to try to test them)
Thanks, Fyron.

Also: Thanks Phoenix, I see what you're talking about. I'll start messing around with it tonight if my copy's in.
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Old October 9th, 2006, 03:48 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: SE-5 : Batteries & weapons

So, would this possible or not ?
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Old October 9th, 2006, 03:50 PM

Phoenix-D Phoenix-D is offline
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Default Re: SE-5 : Batteries & weapons

It should be but I have no way of testing it.
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