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February 12th, 2005, 04:46 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Capship Mod
About the engines, there are the same number of engines as in the stock game.
No, facilities can't have weapons.
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This is the 21st century, right? Then where the hell is my flying car?
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February 12th, 2005, 04:54 PM
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Major General
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Re: Capship Mod
Then what is Engines.txt?
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 12th, 2005, 05:03 PM
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First Lieutenant
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Join Date: Mar 2002
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Re: Capship Mod
Oh damn! I forgot that was in the folder when I rezipped the mod for you. Engines.txt is the file I got when I was playing around with the tech gridder.
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This is the 21st century, right? Then where the hell is my flying car?
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February 12th, 2005, 05:29 PM
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Major General
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Re: Capship Mod
Doesn't mind. Made me think. Gave me inspiration.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 12th, 2005, 08:04 PM
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General
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Re: Capship Mod
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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February 12th, 2005, 08:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Capship Mod
Quote:
StrategiaInUltima said:
Hmmm... and the regeneration? That makes it an all-or-nothing hit...
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Quote:
Suicide Junkie said:
Shield regen and shields-from-damage don't work on planets.
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Things you want:
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February 12th, 2005, 10:30 PM
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Captain
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Join Date: Jun 2001
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Re: Capship Mod
I like the idea of facilities generating shield points, I think I will add that to my mod.
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February 13th, 2005, 12:26 AM
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General
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Re: Capship Mod
Quote:
Renegade 13 said:
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
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Sorry, I worked on getting an AI to work for about the past 3 hours, and nothing. I hope someone else can get one working.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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February 13th, 2005, 06:14 AM
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Major General
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Re: Capship Mod
One more question: what does the "Drop Troops" ability do?
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 13th, 2005, 06:28 AM
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Shrapnel Fanatic
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Re: Capship Mod
Quote:
StrategiaInUltima said:
One more question: what does the "Drop Troops" ability do?
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Nothing. Like Palace, Star - Unstable, and several others, it is 100% non-functional. Such abilities can be handy as extra AI Tags and to add more bullet points in the description of the component. A very common use is to use a non-functional ability to add a tag mentioning any to hit bonus/penalty a weapon has, since this value is displayed nowhere in-game.
Check out SEIV Modding 101 for a complete listing of all abilities. Tells you what they do and which files they are useable in. Many facility abilities can be used as ship components, and vice versa.
http://se4modding.spaceempires.net/M...html#Chapter16
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