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September 10th, 2002, 01:27 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: modding tricks?
1: no. unless you tie those listed abilities into other components. like a supply container that has the cargo ability. i dont think that will do what you want, though.
2: thats all hard coded. the only thing you can do is (1) target specific component types, listed at the top of the file. (b) skip normal shields. (iii) skip phased shields. (&) skip all shields. (q) skip armor. by combining these things, you can make some weapons effective in different areas. but to make a drastic change, you will have to rework the weapons damage model.
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September 10th, 2002, 01:51 AM
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First Lieutenant
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Re: modding tricks?
Quote:
Originally posted by Puke:
1: no. unless you tie those listed abilities into other components. like a supply container that has the cargo ability.
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So if I wanted, I could remove Fighter Bays components from the game, and add this ability to Capital Missiles:
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Ability 1 Type := Launch/Recover Fighters
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
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and then I could have my missile frigate hull size? Or does that introduce other problems (aside, of course, from only being able to launch fighters from planets...)
Quote:
but to make a drastic change, you will have to rework the weapons damage model.
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Can you explain what you mean by this?
Thanks again,
-Spoon
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September 10th, 2002, 03:40 AM
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National Security Advisor
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Re: modding tricks?
"and then I could have my missile frigate hull size? Or does that introduce other problems (aside, of course, from only being able to launch fighters from planets...)"
That would work, yes.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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September 10th, 2002, 05:25 AM
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Lieutenant General
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Re: modding tricks?
sorry about my non-conventional numbering system. what i was sugesting, is that if you get rid of the current shields / phased shields / armor paradigm, and replace it with something else, you might get what you want.
for example, i am toying with a mod that will have lasers and cannons. lasers will be stopped by a certain protective component, and cannons wont. so i will make the protective component into a shield, and make cannons skip all shields. this introduces problems with boarding parties though, so you will get into all sorts of trouble doing things this way.
and as Phoenix-D says, yep, that will work.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 10th, 2002, 10:27 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: modding tricks?
Quote:
Or does that introduce other problems (aside, of course, from only being able to launch fighters from planets...)
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You might find that you can launch fighters from your missile bays... although I suppose you could set it to "can launch 0 fighters per turn".
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