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July 13th, 2002, 05:54 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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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.
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P&N's DU Autocannons aren't point-defense; they're just smaller Versions of DUCs.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 20th, 2002, 04:35 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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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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July 20th, 2002, 04:38 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SEIV Modding 101: A Tutorial
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And if i may be so bold... When you finish this mamoth project how about a scenario tutorial possibly, from SJ instead?
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Do I sense a lack of respect for Mr.Fyron's fine work?
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July 21st, 2002, 01:17 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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August 7th, 2002, 11:24 PM
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Second Lieutenant
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Re: SEIV Modding 101: A Tutorial
How is this project coming along?
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 'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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August 8th, 2002, 08:11 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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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August 8th, 2002, 06:28 PM
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Second Lieutenant
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Re: SEIV Modding 101: A Tutorial
__________________
 'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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August 9th, 2002, 08:14 AM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: SEIV Modding 101: A Tutorial
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe ! 
__________________
Gaze upon Taz-in-Space and TREMBLE!
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WARNING: Always count fingers after feeding the Tazmanian Devil!
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August 9th, 2002, 06:57 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: SEIV Modding 101: A Tutorial
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Originally posted by Taz-in-Space:
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe !
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Ya! Ya! Ya! But I will sic Taz on them!
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 'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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August 13th, 2002, 08:35 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SEIV Modding 101: A Tutorial
Chapter 9 has been written.
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