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  #11  
Old December 15th, 2002, 05:14 AM

Gryphin Gryphin is offline
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Default Re: Gryphin Mod v.3 - Troop Question

Here is the file:
http://www.windingstream.com/se/gryphin_components.htm
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  #12  
Old December 15th, 2002, 05:43 AM
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Default Re: Gryphin Mod v.3 - Troop Question

I think I found the problem:
Quote:
Name := Supply Storage I 10kT
Description := Area on a starship to store supplies.
Pic Num := 117
Tonnage Space Taken := 10
Tonnage Structure := 0
Since it has the smallest tonnage structure, it's very likely to be hit Last. In fact, depending on how the combat system works, it probably have a 0% chance of being hit! Then, your ship has 100% damage (by numbers), but still has components left! The weapon hits the ship, checks for components to damage/destroy, and can't find any with a chance to be hit.

BTW, your descriptions and ability numbers on your smaller-sized cargo and supply components don't match. Just noticed while scrolling through.

Hope this fixes the problem!
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  #13  
Old December 15th, 2002, 01:56 PM

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Default Re: Gryphin Mod v.3 - Troop Question

Thanks Krsqk
I changed them all. It apears to have worked.
Um, let me get this straight,
From the Description of
Tonnage Structure:
"The number of points of damage this component can withstand before being destroyed."
If the number is "0", it can't be hit because of a quirk in the combat algorythm?

[ December 15, 2002, 11:59: Message edited by: Gryphin ]
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  #14  
Old December 15th, 2002, 05:57 PM
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Default Re: Gryphin Mod v.3 - Troop Question

Quote:
Originally posted by Gryphin:

If the number is "0", it can't be hit because of a quirk in the combat algorythm?
Yup! Now HMS Invincible really can be invincible (and would make an excellent minesweeper )

More formally, if you have three surviving components with tonnage structure values of x, y and z, the chance of component x being hit first by a shot is:

x
P(x) = ------
x+y+z

So if x=0, P(x) (the chance of hitting x) is also 0.
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  #15  
Old December 15th, 2002, 10:08 PM
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Default Re: Gryphin Mod v.3 - Troop Question

Glad it worked. It's always nice when I spout and it comes true.

I guess there's an error-handling routine in the combat subroutine, though, since 0/0 would definitely cause an error.
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  #16  
Old December 15th, 2002, 10:32 PM

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Default Re: Gryphin Mod v.3 - Troop Question

Ok, next,
I would utimately like to have:
TDM in d:\SEIV
ImagePack in the default pictures directory
Fyrons Quadrant Mod in the default location
Am I dreaming or is this possible?
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  #17  
Old December 15th, 2002, 10:43 PM
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Default Re: Gryphin Mod v.3 - Troop Question

What do you mean by FQM in the default location?

Assuming that D is a second hard drive, then yes, it is possible. The Image Mod should be installed in the default pictures folder anyways. It doesn't alter any default images, only adds more.
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  #18  
Old December 15th, 2002, 10:54 PM

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Default Re: Gryphin Mod v.3 - Troop Question

Yes, Drive D is the second partition.
I would like to be able to start up SEIV
Be able to generate a map
Load TDM Races
Have a few of the data files modifyed to my taste.
Currently I load FQM
Generate a Map
Exit and load TDM
When installing new ship sets or races I have to make sure they go where they should.
I would like one set of folders.
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  #19  
Old December 16th, 2002, 11:39 AM
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Default Re: Gryphin Mod v.3 - Troop Question

About the 0 structure comment by krsqk. I found the same problem as I was working on my Personal Mod. I am attempting to create true XO racks and after some work I came to find that a Space Taken of zero and a structure of one with the armor ability does the job like a champ. I am so happy with the way it works and the AI has no problem obaying the guidelines that I have set up for its proper use. This does of coarse mean that if I ever finish and pass my mod out a player could cheat like heck by not following the on screen instructions in the component description but lets face it. Which one of use needs to cheat when given two minutes or less we could create a component called the "Doomsday Gun" that does a bazillion damage or some such insane amount to win the game? Anyway sorry I drifted off but the point is I hope this helps with whatever the component is your are attempting to create.
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  #20  
Old December 16th, 2002, 01:36 PM

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Default Re: Gryphin Mod v.3 - Troop Question

President Elect Shang , All coments are always welcome. In terms of helping. Krsqk did find the issue. Your informaiton gives a heads up to other issues. Topic drift works for me.
what is 'XO"?

[ December 16, 2002, 11:37: Message edited by: Gryphin ]
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