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November 20th, 2000, 08:48 PM
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National Security Advisor
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Re: Moding Questions
Incidently, in case you didn't notice, you can put *any* component in that list..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 21st, 2000, 01:56 AM
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Corporal
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Join Date: Nov 2000
Location: Ottawa,Ontario
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Re: Moding Questions
In case you didn't catch what I meant...how does "Auxillary Control" get shortened to "Aux Con"? I mean its not listed that way anywhere else.
I've tried adding other componets to my "must" have for ships, and it never shows up in the game.
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November 21st, 2000, 04:23 AM
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General
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Location: Ohio, USA
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Re: Moding Questions
Yes, most of the optional "requirements" for ships don't work yet. For example, I've put engine requirements for ships in my custom tech setup to duplicate the SE3 ship design setup. It doesn't show up either. Hey, for a long time the "engine per move" setting was ignored. At least they fixed that before the first release. If you want your ships to need more than one engine per move you can do it now. As for the other settings, I guess we'll just have to wait till lots of bugs and more urgent issues are covered.
As for "Aux Con" -- how does anything get shortened? The programmer decides to save some typing by shortening it.
[This message has been edited by Baron Munchausen (edited 21 November 2000).]
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November 21st, 2000, 04:29 AM
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Corporal
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Re: Moding Questions
I was hoping it wasn't something that was hardcoded...at least thats how the explanation at the top of the file makes it seem like you can add req for any type of componet for you ships...guess it doesn't work 
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November 21st, 2000, 12:54 PM
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Sergeant
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Re: Moding Questions
Assuming they make this all work eventually, is it possible to add systems to the list of what counts toward the 50% in a transport hull, and to make systems not allowed in warship/carrier hulls?
I would personally like to modify the game so that all systems which confer special non-combat capabilities can only be used in transport hulls (shipyards, repair bays, etc...), and not have to fill special purpose ships up with 50% cargo holds. What I'm looking to duplicate is real-world "auxilliaries".
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November 21st, 2000, 04:58 PM
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Corporal
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Re: Moding Questions
Well looking at the file, and how I understand it  , you have to add for each hull which componets are required/allowed/not allowed. Unfortunetly it either isn't working yet, or I don't know how it works 
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November 22nd, 2000, 05:47 AM
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Sergeant
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Re: Moding Questions
Its not quite for each hull because there are differences between population transports and troop transports. For troop transports satellite and mine bays count as storage bins, but for population transports they don't. So I always pick troop transport as the type giving me more flexability.
[This message has been edited by Tomgs (edited 22 November 2000).]
[This message has been edited by Tomgs (edited 22 November 2000).]
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