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October 9th, 2006, 02:54 AM
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Private
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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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October 9th, 2006, 03:14 AM
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National Security Advisor
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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.
__________________
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 9th, 2006, 03:17 AM
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Shrapnel Fanatic
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Re: SE-5 : Batteries & weapons
There is no abilities file attached to this post. Move along, nothing to see here.
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October 9th, 2006, 09:53 AM
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General
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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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October 9th, 2006, 11:04 AM
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National Security Advisor
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Re: SE-5 : Batteries & weapons
And I don't even think that list is complete... 
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October 9th, 2006, 01:29 PM
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Lieutenant General
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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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October 9th, 2006, 02:18 PM
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Corporal
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Re: SE-5 : Batteries & weapons
Quote:
Imperator Fyron said:
There is no abilities file attached to this post. Move along, nothing to see here.
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It would be nice if there would be no formula list attached to your next post ! 
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October 9th, 2006, 03:26 PM
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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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October 9th, 2006, 03:48 PM
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Major General
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Re: SE-5 : Batteries & weapons
So, would this possible or not ?
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October 9th, 2006, 03:50 PM
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National Security Advisor
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Re: SE-5 : Batteries & weapons
It should be but I have no way of testing it.
__________________
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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