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January 30th, 2001, 04:28 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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High Yield Missiles
(if I remember correctly, this is from Derek's mod...love it! )
From what I can tell, in actual combat, high-yield missiles don't cause any extra damage. They seem to have higher damage resistance, but the damage remains the same. The numbers say they do, but actual damage is still 1x. Does anyone else have this quirk?
Zen
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January 31st, 2001, 01:46 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: High Yield Missiles
Yes, thats from my mod. Are you using the most current Version? (DavesMods11.zip)
I haven't been able to reproduce that, and I checked the compenhancement.txt file, and the correct data is there......
Hmm, not sure why it is happening.
Do the missles have the reduced range? They should have 2 less range than normal missiles.
Derek
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January 31st, 2001, 04:36 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: High Yield Missiles
Cool...I was hoping someone would notice, much less the author himself.
It's actually a modified Version of your mod (I added most of everyone else's options), so I guess this is more of a Modding question than a 'Derek's mod doesn't work' question.
For the CompEnhancement file, the High Yield option is straight from yours...but for some reason, the damage doesn't increase. In order for it to work, does there have to be modifications to any other files? Or is the CompEnhancement pretty much standalone? Is there a specific order the enhancements need to be in?
Thanks in advance!
Zen
{edit}Oh yah, the ranges are correct (reduced)! (weird, eh?){/edit}
[This message has been edited by zenbudo (edited 31 January 2001).]
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January 31st, 2001, 07:07 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: High Yield Missiles
quote: Originally posted by zenbudo:
....For the CompEnhancement file, the High Yield option is straight from yours...but for some reason, the damage doesn't increase. In order for it to work, does there have to be modifications to any other files? Or is the CompEnhancement pretty much standalone? Is there a specific order the enhancements need to be in?
No, technically, there doesn't need to be in any specific order. I have, however, had problems occasionally if the compenhancement file gets too large. Like for example, if I add in too many new differeing mounts, and do so for not only ships, but weapon platforms, satellites, and bases. I seem to be able to get the game to lockup when I do that. No range check error, no error message at all, but the game just locks up. I haven't been able to trace the exact size of the file that causes this, but the file I sent out as part of my mods is small enough not to cause it.
Not sure why the damage wouldn't work. Maybe not all the missiles are getting through? Have you tried firing just one missile at one ship to see if the single missile will do the correct damage? (I would do so right now myself, but I'm not at my home computer)
It's weird that the range will work, but the damage won't.
Derek
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January 31st, 2001, 11:08 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: High Yield Missiles
Yah, it's pretty weird that everything else works (damage resistance, weight, range, etc.) but damage simply doesn't...I've tried going one-on-one with my ships, me controlling both, and it simply doesn't cause extra damage whether I change it to 150% or 400%.
File length could be a possibility...I added someone else's multiple PD mounts and such (sorry, don't remember who ATM). However, I took your original compenhancements file and dumped it in there, and it still didn't change the damage...I even retyped the entire entry, but everything else works except damage. *sigh*
Ah well, I guess I'll reinstall when the new patch comes out, and update with your v1.2 mods. It's always a good thing when the AI can use the mod changes, too...keep up the good work and thanks for the help!
Looking forward to more from ya!
Zen
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February 2nd, 2001, 12:11 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: High Yield Missiles
Odd, I made a mod which increased missile range, but the missiles I tested it on (Capital Vs) wouldn't go past their regular range of 16. Vanished right at that point. Of course, the range enhancement was +12 to range (large weapon platform mount) since I wanted it to be able to reach out and touch someone. Maybe that messed it up.
I am beginning to think the component enhancement just wasn't meant for seeking weapons. *sigh*
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
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...can you and your associates arrange that for me, Mr. Morden?
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