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Old December 7th, 2006, 01:59 PM
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Default Re: A new Modding challenge!

Ha-ha-ha, thanks AT you are great!

Now Kana, miss would be to miss and not turn back or veer for another try at all. I see it has been a while since you played StarFire, no problem. The energy absorption thingy is the Overload Dampener. It doesn’t cause a miss it just takes the hit instead of the ship. I have built them in but modeled it more like a type of emissive armor. Following canon would not have of been possible for reasons I won’t bore you with. Anyway why do beams traveling at the speed of light miss in StarFire? For a multitude of reasons one of the more hard core StarFire members gave a few years back. I prefer two explanations, one of his and one of mine.

First his: StarFire ships are enveloped by the engines drive field which causes the range finding lasers of an attacking ship to miss-read the actual physical location of the target. Thus when the calculations are run the firing solution produced is already incorrect before the weapon has even fired.

Now Mine: No matter how good a game is if it is based on future technology it will always have a certain percentage of the mysterious material “handwaveum” as part of its construction. Being composed of this strange material the laws of reality will often fail and thus weapons miss, people are broken down to energy and reassembled thousands of clicks away in a cave hundreds of meters below the surface of a planet. Gravity wells can be made to connect to systems light years away allowing near instant travel and oh crap you get the picture!

Handwaveum; not just for breakfast anymore! Now offered in Minty Fresh flavor.

Why seekers: Bolts and torpedoes still can’t be intercepted by P-D. I was left to decide how I wanted to handle non-sprint missiles. (1) Select a weapon type other than seeker which would allow for the chance to miss and lose the P-D ability along with the entire P-D technology line unless I wanted to restrict it to only firing on small craft including fighters. Or (2) use seekers keeping P-D in full effect and build this TC with the hope that Aaron will allow seekers to miss as an option one day. I picked #2!
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Old December 7th, 2006, 02:08 PM

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Default Re: A new Modding challenge!

More to the point, SF beams are being fired from rather long ranges. Say you're half a LS away. Your targeting information is half a second old, and by the time the laser gets there another half second has passed. Just how much can Starfire ships jink in a second? Quite a lot, I'd think. They're described as being able to pull hairpin turns..
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Old December 7th, 2006, 02:10 PM
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Default Re: A new Modding challenge!

Yes, wow Phonix I’m impressed! Ever played?
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Old December 7th, 2006, 02:27 PM

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Default Re: A new Modding challenge!

Nope. Read the books.
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Old December 7th, 2006, 05:04 PM
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Default Modding challenge Part 2!

What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?
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Old December 7th, 2006, 05:29 PM
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Default Re: Modding challenge Part 2!

Quote:
President_Elect_Shang said:
What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?

First his: StarFire ships are enveloped by the engines drive field which causes the range finding lasers of an attacking ship to miss-read the actual physical location of the target. Thus when the calculations are run the firing solution produced is already incorrect before the weapon has even fired
I was reading another thread, and I was going to ask something about this as well. Supposedly the damage types that are supposed to effect certain components, like weapons and engines will only take effect if the shields and armor are eliminated first. I was wondering if this can be tweaked with the Penetration and Damage percentage lines?

If there is a shield, then a Engine effecting weapon that you dont want effected by the shield would have a 100% Penetration vs that type of shield, then effect the engine.

Plus:
Requirement 1 Description := Only destroys components that generate movement.
Requirement 1 Formula := Does_Component_Have_Ability("Movement Standard")

Am I groking this correctly?

As for the science behind beams and engines in SF, sounds alot like Honor Harrington effects as well...Gee I guess they were written by the same guy....
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Old December 7th, 2006, 06:24 PM
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Default Re: Modding challenge Part 2!

Right Weber wrote the StarFire books and Honor Harrington was written by Rebew. I too have noticed that they write the same.
Can you flesh out what you are describing, a more detailed explanation and/or example please? If I am following you right the thing you are trying to do can be done by creating a new shield and armor type.
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Old December 7th, 2006, 08:29 PM
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Default Re: Modding challenge Part 2!

Quote:
President_Elect_Shang said:
What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?
And isnt this what your want? Penetration to me means that it doesnt affect the shield/armor at all, so all damage will get past to what ever component you want.

So are we targeting a specific component, or a group of components functions? What is the SF component you are trying to make or affect?
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Old December 8th, 2006, 01:21 AM
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Default Re: Modding challenge Part 2!

Antimatter loaded in a magazine!
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