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  #21  
Old July 13th, 2002, 05:54 AM
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Default Re: SEIV Modding 101: A Tutorial

Quote:
IIRC, ships were not triggering the point defense code, only units...

Really? I assumed that that's how the DUC Auto Cannons that I saw in P&N or Proportions (can't remember which atm) worked.
P&N's DU Autocannons aren't point-defense; they're just smaller Versions of DUCs.
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  #22  
Old July 20th, 2002, 04:35 PM
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Default Re: SEIV Modding 101: A Tutorial

Excellent Page! I notice you have a future chapter planed for abilities. One thing I would really like to know is what abilites work or don't work with the various components/facilities etc. I gather some abilites such as research generation will not do anything on a component. Also some abilities are obviously designed for stars or planets. I wonder if anyone has ever compiled a list of the abilites that work on components, and one for facilites etc. etc. I like to be able to filter the abilities in my moding tool but don't having enough modding experience to do this.
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  #23  
Old July 20th, 2002, 04:38 PM
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Default Re: SEIV Modding 101: A Tutorial

Quote:
And if i may be so bold... When you finish this mamoth project how about a scenario tutorial possibly, from SJ instead?
Do I sense a lack of respect for Mr.Fyron's fine work?
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  #24  
Old July 21st, 2002, 01:17 AM
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Default Re: SEIV Modding 101: A Tutorial

There wouldn't be much to write for a scenario tutorial. Create a game where you control all the empires. Have each of them build, colonize, research, etc. whatever you want them to. Then, set all the AI empires back to AI control, and save it as a scenario.

In fact, you can speed the process up by cheating. Make the resource and research facilities make 500k instead of 500, and make SYs produce at 20K instead of 2K, and you can set it up much quicker. Make engines have +40 bonus MPs so you can move them to where you want them to be quicker. Since you are controlling every empire, you don't have to worry about extra stuff being done by the AI. Remove these changes after you are done, and you're good to go.

[ July 21, 2002, 00:21: Message edited by: Imperator Fyron ]
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  #25  
Old August 7th, 2002, 11:24 PM

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Default Re: SEIV Modding 101: A Tutorial

How is this project coming along?
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  #26  
Old August 8th, 2002, 08:11 AM
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Default Re: SEIV Modding 101: A Tutorial

It is coming.

Actually... I have been distracted and haven't worked on it recently.
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  #27  
Old August 8th, 2002, 06:28 PM

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Default Re: SEIV Modding 101: A Tutorial

Quote:
Originally posted by Imperator Fyron:
It is coming.

Actually... I have been distracted and haven't worked on it recently.
Don't I know about distraction! I'm supposed to be retired but I signed on as a consultant for a medical device firm. I've found that the FDA has a very stupid and quarrelsome AI!
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  #28  
Old August 9th, 2002, 08:14 AM

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Default Re: SEIV Modding 101: A Tutorial

Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe !
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  #29  
Old August 9th, 2002, 06:57 PM

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Default Re: SEIV Modding 101: A Tutorial

Quote:
Originally posted by Taz-in-Space:
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe !
Ya! Ya! Ya! But I will sic Taz on them!
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  #30  
Old August 13th, 2002, 08:35 AM
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Default Re: SEIV Modding 101: A Tutorial

Chapter 9 has been written.
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