|
|
|
 |

December 28th, 2006, 07:54 PM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
I used the AI Tag XX ability to get around this problem. Give the component (armor, etc) an AI Tag then make it a requirement on the mount.
Example from my Antimatter warhead mount:
Code:
Requirement 1 Description := The -AM package will work on most missile launchers.
Requirement 1 Formula := Does_Component_Have_Ability("AI Tag 02")
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|

December 29th, 2006, 11:47 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
Or, just call for one of the abilities of the component directly...
Requirement 1 Description := Applies only to engines.
Requirement 1 Formula := Does_Component_Have_Ability("Movement Standard")
__________________
The Ed draws near! What dost thou deaux?
|

December 29th, 2006, 05:07 PM
|
Private
|
|
Join Date: Nov 2005
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
I've done a few tests, I don't think that the Component - Weapon To Hit Percent modifier works on mounts, I created a few mounts with the following To Hit Percent modifiers:
-100, -50, -10, 10, 50, 100. There was no difference in the combat abilities of the ships with the mounts. Can someone confirm this (or tell me I'm wrong and why?).
|

December 31st, 2006, 07:15 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
confirmed. Also, range-increasing abilties don't work either. :/ They show up in the component report, but not in combat.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

December 31st, 2006, 08:32 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
Correction: range increase DO work, but you have to start a new game for them to take effect in combat.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

January 1st, 2007, 07:08 PM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
Quote:
Phoenix-D said:
Correction: range increase DO work, but you have to start a new game for them to take effect in combat.
|
You mean after you add the mount to the design?
|

January 1st, 2007, 07:13 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Deathstalker\'s Mount Mod--SeV
Not exactly.
I had a savegame, made the changes to the mounts, loaded the savegame.
Now any ship with that mount would show 190ls range, but only have 90ls range in combat.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|