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  #1  
Old April 9th, 2008, 01:30 PM
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Default Re: MOD: Space Empires V - Babylon 5

HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
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Old April 9th, 2008, 01:50 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
But making changes to it doesn't really do anything at all.
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  #3  
Old April 9th, 2008, 02:24 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Atrocities said:
Quote:
Captain Kwok said:
HomeworldStartingFacilities.txt has a list of the facilities that are added to player's homeworlds.
But making changes to it doesn't really do anything at all.
It does. I just made the first 3 facilites a space port
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Old April 9th, 2008, 02:30 PM
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Default Re: MOD: Space Empires V - Babylon 5

It's not going to change existing games of course, but it works just fine.
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Old April 9th, 2008, 02:34 PM
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Default Re: MOD: Space Empires V - Babylon 5

SJ, regarding your suggestion about armor: I take it i should use the %-based leaky system then or is there any chance to implement the SEIV (modded) one ?


EDIT: Is there a tool to make the creation of pop-modifiers easier ? I want pop modifiers to have a much bigger impact on construction rate and i dont feel like writing up 101 new modifers..

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Old April 9th, 2008, 04:54 PM
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Default Re: MOD: Space Empires V - Babylon 5

You could implement a directional armor system along the lines of Gritty Galaxy mod.
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Old April 9th, 2008, 06:32 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Fyron said:
You could implement a directional armor system along the lines of Gritty Galaxy mod.
Which is fine if you are not interested in making an AI for the mod.
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Old April 9th, 2008, 11:29 PM
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Default Re: MOD: Space Empires V - Babylon 5

Kwok; can the AI not work with named slots?

In GGmod, I have them all named things such as "forward edge", "forward", "core", etc.
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