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  #1  
Old March 12th, 2001, 11:02 PM

Codo Codo is offline
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Default 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).]
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Old March 12th, 2001, 11:17 PM

jc173 jc173 is offline
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Default 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.
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Old March 13th, 2001, 12:23 AM

Codo Codo is offline
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Default 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.
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Old March 13th, 2001, 12:42 AM

Sinapus Sinapus is offline
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Default 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.

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Old March 13th, 2001, 04:53 AM

Tenryu Tenryu is offline
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Default 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.
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Old March 13th, 2001, 05:00 AM

Tenryu Tenryu is offline
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Default 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.

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  #7  
Old March 13th, 2001, 05:11 AM

Sinapus Sinapus is offline
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Default Re: combat modifiers: stealth armor + ECM?

quote:
Originally posted by Tenryu:
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.



Ayep. Tried it briefly and found that the bridge component was counted as another engine and counted towards the max engines.


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