|
|
|
 |

February 18th, 2002, 01:50 AM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Keeping your distance (II)
quote: I just tried that for sats, bases, and mines. None of them worked. I gave them engine ability, one engine per move, and allowed them to use engines. In the design screen, it said that they had a move of three, but when it came time to give orders, nothing happened. 1.49
Hmmm, I don't know Phoenix. I know it works for bases. You are correct that it doesn't work for sats and mines though. In Devnull mod we gave the bases a component that would give them combat movement only. We had to change stuff around though because we did NOT want them to have standard movement and they were getting it when we allowed them to use engines for combat movment.
I'll have to dig out my notes...
Geoschmo
[ 17 February 2002: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

February 18th, 2002, 02:14 AM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Keeping your distance (II)
Phoenix,
I just confirmed movement works for bases. You just have to make the following changes to the vehiclesize.txt file.
Engines Per Move := 1 (or whatever)
Requirement Uses Engines := True
Requirement Max Engines := 6 (or whatever)
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

February 18th, 2002, 02:19 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Keeping your distance (II)
I did that. Hmmmmmmmm. Maybe I forgot to change the "engines per move"..
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

February 18th, 2002, 03:35 AM
|
 |
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Keeping your distance (II)
Re: Base engines, the only way I ever got a base to move was by modding the vehicle.txt to give the base 'combat movement' of 2. So the base could actually move during combat but not at any other time. Tried the same trick with sats but it would not work. Never have gotten the normal engines to work with bases, the modd I created a while back (the 'D-Mod') had organic engines that regenerated, due to this ability the AI was adding them as organic armor to bases, they never moved and when I took control of the AI I could not move them either.
Don't know if this helps or confuses the issue at hand but thought I'd but my .02$ in here (being that that's Canadian its worth less I guess....  )
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|

February 18th, 2002, 05:51 AM
|
 |
Brigadier General
|
|
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Keeping your distance (II)
Q, uncloaked ships in orbit, both in fleets or as individual ships.
just some ideas mac
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
|
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
|
|
|
|
|