|
|
|
 |

March 12th, 2001, 11:02 PM
|
Sergeant
|
|
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
Regarding combat movement, what I was trying to see was if these two components would stack.
Name := Aux Generator I
Description := Backup generators that provide additional power during combat.
Pic Num := 217
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 3009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Combat Movement
Ability 1 Descr := Generates 1 additional movement point during combat.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Shield Regeneration
Ability 2 Descr := Regenerates 5 shield points per turn.
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Weapon Type := None
Name := Cyber Synth I
Description := Expert AI system and advanced cybernetic interface for the crew which speeds up reaction time and increases combat effectiveness.
Pic Num := 3
Tonnage Space Taken := 40
Tonnage Structure := 20
Cost Minerals := 3000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 3010
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Advanced Cybernetics
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Ship Auxiliary Control
Ability 1 Descr := Backup interfaces and distributed AI nodes allow other crew or the AI to take over if the bridge is destroyed.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Gives a 35% attack bonus in combat.
Ability 2 Val 1 := 35
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Plus
Ability 3 Descr := Gives a 35% defense bonus in combat.
Ability 3 Val 1 := 35
Ability 3 Val 2 := 0
Ability 4 Type := Combat Movement
Ability 4 Descr := Generates 1 additional movement point during combat.
Ability 4 Val 1 := 1
Ability 4 Val 2 := 0
Weapon Type := None
[This message has been edited by jc173 (edited 12 March 2001).]
|

March 12th, 2001, 11:02 PM
|
Corporal
|
|
Join Date: Feb 2001
Location: Fishers, IN 46038
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
Well, right off the bat, engine move bonuses and Solar Sail are two different types of abilities. Engines have Bonus Movement. Solar Sail has extra movement. As tenryu pointed out in the other thread mentioned below, 'Extra Movement' bonuses CAN be stacked! Thanks!!!
Just a quickie in case you don't want to dig up his other thread... If you give something the Extra Movement ability, like so:
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2
The Val 1 is the number of movement points. The Val 2 sets a 'group' number...Or maybe you can call it a Bonus Movement Type. Any extra movement that has the same 'group' will NOT stack. So if you set something to the same number as Solar Sail (which is 1) it won't stack with Solar Sail. But, if, as above, Val 2 is set to 2, you will get that extra movement to stack with the Solar Sail.
Again tenryu...good research, that was a great find!
Now, does it work for ECM and Combat Sensors?
JC - Change the movement bonuses in your items to lines that look like what I've posted above. If you want BOTH of your items to stack with each other AND the solar sail, you will need to give one a val 2 of 2 and the other a val 2 of 3...
Codo
[This message has been edited by Codo (edited 12 March 2001).]
|

March 12th, 2001, 11:17 PM
|
Sergeant
|
|
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
Yep I found the thread thanks  Unfortunately the abilities file doesn't list a use for the second value for combat to hit offense/defense so my guess is right now it doesn't do anything. But it shouldn't be impossible for MM to modify the search routine that looks for combat bonuses to adapt it to something like the one used for extra movement.
I hadn't noticed that Fleet and Individual experience didn't stack  Are they planning to fix that? They make it pretty clear in the documentation that it should.
|

March 13th, 2001, 12:23 AM
|
Corporal
|
|
Join Date: Feb 2001
Location: Fishers, IN 46038
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
Tenryu... I had a question. In your playing with movement bonuses and what-not, were you able to find a way to stack multiple afterburner style bonuses? I was wanting to create fighters that had high tactical speeds, but low strategic speeds. I've succeeded in my attempt (Fighter that has 8 strategic and 8 tactical movement for one example...) I personally like it this way, because I think fighter engines would be designed for short-duration, high-thrust manuevers, but the same power wouldn't be well suited to use continously across a solar system. I got the effect I wanted, but now afterburners don't work. 
|

March 13th, 2001, 12:42 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
I was wondering something... (and don't want to drag up the original thread I started awhile back) Can you add Standard Movement ability to a non-engine component and still have it work with the game w/o setting off the max engines limit? I.e., instead of using extra movement on that bridge module use standard movement.
Oh well, I can find out when I get home.
------------------
--
"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?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

March 13th, 2001, 04:53 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by Codo:
Tenryu... I had a question. In your playing with movement bonuses and what-not, were you able to find a way to stack multiple afterburner style bonuses? I was wanting to create fighters that had high tactical speeds, but low strategic speeds. I've succeeded in my attempt (Fighter that has 8 strategic and 8 tactical movement for one example...) I personally like it this way, because I think fighter engines would be designed for short-duration, high-thrust manuevers, but the same power wouldn't be well suited to use continously across a solar system. I got the effect I wanted, but now afterburners don't work. 
Codo,
Well, I gave the fighter hulls themselves some combat movement. More adavanced hulls, better combat move bonus. Still though, you have a problem with afterburners I think.
|

March 13th, 2001, 05:00 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by Sinapus:
I was wondering something... (and don't want to drag up the original thread I started awhile back) Can you add Standard Movement ability to a non-engine component and still have it work with the game w/o setting off the max engines limit? I.e., instead of using extra movement on that bridge module use standard movement.
Oh well, I can find out when I get home.
I tryed the standard movement stuff first. I couldn't get it to do what I wanted. Then I tried bonus movement. That too didn't work. Finally I found the extra movement thing...wish more stuff worked like that does. It would be handy, as all reading this thread can see.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|