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January 15th, 2007, 06:59 PM
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First Lieutenant
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Re: SE5 Modding: Variable and functions wishes
By new vehicle types I mean adding new categories such as 'Base' or 'Ship'. What you're talking about is adding new ships.
The game already allows you to create new vehicle types, but they all end up with unit behaviour( i.e. they stack in system view, etc.), unfortunately.
As I mentioned, the biggest advantage of this would be that you could simply put your new vehicle type in the 'Vehicle Types Allowed' field in components.txt to easily restrict weapons/components to certain vehicles without using mounts or other complex formulas.
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January 15th, 2007, 07:04 PM
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National Security Advisor
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Re: SE5 Modding: Variable and functions wishes
It won't stop them from appearing in the components list, but you can stop a component from being usable for a vehicle size simply by adding a requirement to the hull.
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January 15th, 2007, 07:08 PM
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First Lieutenant
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Re: SE5 Modding: Variable and functions wishes
Yah, but that could mean creating a ton of extra requirements for each ship.
At any rate, being able to add new vehicle types would mean that we could more specifically specify which weapons can target which ships, too. Say you wanna make a special ship that can only be hit by a certain weapon, etc.
Not saying there aren't other ways to do this; there usually are. I'm just saying it would make the whole thing way easier and less formula'ish.
By the way, anyone know how the Range Formula for component abilities is supposed to be used?
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January 15th, 2007, 10:11 PM
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Shrapnel Fanatic
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Re: SE5 Modding: Variable and functions wishes
We need supply and ordnance storage abilities to work on facilities too.
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January 15th, 2007, 11:46 PM
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Brigadier General
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Re: SE5 Modding: Variable and functions wishes
I'll second that!
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February 7th, 2007, 02:51 PM
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Private
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Re: SE5 Modding: Variable and functions wishes
Examples of ideas
If (Does_Enemy_use_Component_With_Name("Shield Generators") then
set primary_weapon := "Phased - Polaron Beam"
If (Does_Enemy_use_Component_With_Name("Crystalline Torpedo")then
set AI_Design_Tonnage_Ship_Pct_Shields := + 5
set AI_Design_Tonnage_Ship_Pct_Armor := -5
// Does warp point already have units in sector?
Sys_Get_Number_Of_Units_In_Space_Sector does not seem to return correctly if at all over a warp point.
A function to list colonies in defense location systems as a defense location sector to protect.
A function to return colony date creation.
A function for a drone minister.
A function returning number of nonvisible sectors in a system.
A function returning a random nonvisible sector in a system.
A function returning if one player has violated his treaty with another empire.
My apologies here for straying a small bit off thread but stock SEV resupply depots are way off, a resupply depot at level 20 supplies(without bonuses) generates just 3000 supplies per turn. While a fleet of only 10 ships will use well over 5000 supplies in just one movement phase.
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April 4th, 2007, 01:31 AM
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Private
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Re: SE5 Modding: Variable and functions wishes
I would like to see drop down menus in ship design and have weapons, armor, engines, shields and misc that way I dont have to wade through a large ammount of stuff to get that one component Im looking for.
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April 4th, 2007, 07:49 AM
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National Security Advisor
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Re: SE5 Modding: Variable and functions wishes
You can right click on the component header column to get a quick filter menu for components.
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April 8th, 2007, 07:53 PM
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Shrapnel Fanatic
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Re: SE5 Modding: Variable and functions wishes
Or better yet, just turn off the alpha sorting to get the components arranged as they are in the file.
(Which is much more like a hardware catalog, and infinitely more useful)
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April 11th, 2007, 11:42 AM
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Private
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Re: SE5 Modding: Variable and functions wishes
I would like some over ride Functions for Component
Forced Target := Self ( Will apply weapon effect to target) Will not override the weapons target just what it affects)
Forced Range := ( Any Range Group)
Forced Range := [%Range%] = (3>= or 9<= )
So this weapon will only fire at targets that are 30ls - 90ls in range
Forced Range := "Point Blank" ,"Optimum Range", "Maximum Range", "Short Range"
Forced Fire := ( Self, Target, Friendly" ) (OnHit, Time,)(Damage, Range, Shield)
So it would look something like this
Forced Fire:= Self, Onhit =([%Damage%] = (25%,>=)) <--- this would check the total damage of Self When Hit, If Damage >= 25% Fire or Use Component
Really these are just for me to make a component I have been wanting since SE3
With these as viable options in the Component file, I can make a Component that will cause the ship to teleport if missiles are inbound and PD is not stopping them or if the Ship/Base/Fighter has taken Damage.
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