|
|
|
 |

April 19th, 2008, 02:29 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Quote:
Ragnarok-X said:
I require a detailed tutorial on weapons lol. Compared to SEV, modding SEIV was a friggin piece of cake.
...
The SEV wiki was not of much help 
|
Was this article not helpful?
http://wiki.spaceempires.net/index.p..._Formula_(SEV)
Quote:
Ragnarok-X said:
Will component placed in the ARMOR slot always act as armor and soak up all damage ? Because i had components placed in ARMOR but without the actual "component is armor" tag/ability and the ship did not suffer any hull damage before the actual armor component was destroyed.
|
It would appear so.
Quote:
Ragnarok-X said:
Beam colors: I have a beam that should be colored red 255/0/0 but is actually colored green in game (beam 10)
|
Without knowing which bitmap file you are using, or what the bitmap effect is set up like (eg: RGB brightness levels), its hard to say.
Quote:
Ragnarok-X said:In addition, will component in the outer section always be destroyed before stuff in the inner section ?
|
Yes, outer layer is a magic wall over the inner layer. We referred to this effect when discussing SJ's directional armor setup in GG mod.
Quote:
Ragnarok-X said:Is this what you are suggesting in conjunction w/ the damage resistance = x components ?
|
Yes, that will cause that damage type to "leak" 20% of the damage through each armor component.
Quote:
Ragnarok-X said:Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
|
IIRC that functionality is still broken. Given the much more complex relation between tech areas and components than in SE4, its probably going to take quite some work for Aaron to fix.
|

April 19th, 2008, 02:36 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Quote:
Fyron said:
Quote:
Ragnarok-X said:Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
|
IIRC that functionality is still broken. Given the much more complex relation between tech areas and components than in SE4, its probably going to take quite some work for Aaron to fix.
|
If only the designs were saved as independent files like they were in SE3...
__________________
Things you want:
|

April 19th, 2008, 03:02 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Figured everything out, thanks for the link Fyron. As a matter of fact i did not notice the detailed article regarding weapon formulas.
|

April 19th, 2008, 03:27 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Its linked from the relevant field names in the Components article. Is that not clear enough? Not sure how to make it clearer.
|

April 19th, 2008, 05:03 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
I will be more sensitive next time, sorry about that.
Now, a more important question. I cant seem to get the damage system to work.
I have this piece of armor:
Number Of Abilities := 2
Ability 1 Type := Component - Damage Resistance
Ability 1 Description := Negates any damage of [%Amount1%]kT or les
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 4
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Is Armor Type
Ability 2 Description := Provides armor protection.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Armor"
Ability 2 Amount 2 Formula := 0
It is armor, therefor soaks up damage. In addition, it negates small bits of damage.
Now, as mentioned i want a bit of the damage to leak into the hull.
Im using a weapon with dmg type "normal".
DAMAGETYPES
Armor Type 1 Name := Normal Armor
Armor Type 1 Penetration Percent := X
Armor Type 1 Damage Percent := X
Now, how should those 2 values be set up ?
If i want a gun which does 100 damage to do 30 % of its damage to the internals, i obviously should set penetration percent to 30.
But what about the Damage Percent ? Should it be it 70 or 100 ?
I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
|

April 19th, 2008, 05:14 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Quote:
Ragnarok-X said:
I will be more sensitive next time, sorry about that.
|
I was actually asking a serious question. I wasn't offended or anything.
Quote:
Ragnarok-X said:
But what about the Damage Percent ? Should it be it 70 or 100 ?
|
Damage Percent is multiplied against the damage done to the armor component (IIRC after the Penetration Percent is removed). Setting it to 0 means no damage at all is done. Setting it to 70 means 30% of the damage will be dropped (in addition to the 30% that passes on to the next component). You should probably set it to 100.
Quote:
Ragnarok-X said:
I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
|
As stated previously, damage has to go through every armor component, in the order they were added to the ship, before anything gets to the internals. If you have 10 armor components, a 30% penetration percent will not get all the way through. Assuming Damage Percent is set to 100, Armor 1 will take 70% of the hit's damage. Armor 2 will take 21% of the hit's damage. Armor 3 will take 6.3% of the damage, and so on.
If you want really leaky armor, try setting the penetration to a high value, like 90.
|

April 20th, 2008, 02:21 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
To calculate how much damage will be absorbed by the armor:
(penetration factor) ^ (number of layers)
For example: 5 layers of armor that each leak 70% of the damage through (70% penetration = 0.7)
0.7 ^ 5 = 0.168
Therefore, only 17% of the damage will make it all the way through those 5 layers.
__________________
Things you want:
|

April 20th, 2008, 08:16 AM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: MOD: Space Empires V - Babylon 5
Regarding the weapon to hit modifier formula. How would i go about capping it at some point ?
I want a gun that gets a to hit bonus when being away from the target:
[%Range%] / 2
However, i want it to be capped at 25 or what.
|
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
|
|
|
|
|