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June 19th, 2001, 07:02 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: A question about setting up designs. DevNullMod.
Uhm, you can't add abilities. They're all hard coded in the game engine and listed in abilities.txt. The game doesn't use abilities.txt, it's just there for us modders to know what abilities we can play with.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
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June 20th, 2001, 03:18 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: A question about setting up designs. DevNullMod.
Really. I didn't know that. I'm currently trying to set up a 'Starfleet Academy' of sorts. It's basically a starbase-based lower-powered Version of the ship and fleet training facilities. Can only fit in a Starbase, and doesn't provide the amount of experience that the planetary facilities do.
This goes against my usual idea of only incorporating things the AI can use too, but it's nice for multiplayer and is definitely a limited resource. It's not a transphasic torpedo, in other words.
zen
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June 20th, 2001, 03:25 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A question about setting up designs. DevNullMod.
An interesting twist on the training facilities is to set them up like this:
TF1:
3% per turn, max of 6% training
TF2:
2% per turn, max of 12% training
TF3:
1% per turn, max of 20% training
So, for fastest training, you need to build three different facilities, and your ships have to go through 2 turns of basic training, then graduate to the intermediate for 3 turns, and finally do almost a year of the advanced courses.
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June 22nd, 2001, 02:55 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: A question about setting up designs. DevNullMod.
Heh heh...actually, my Academy will be something like that. I think I capped the levels at 5%, 10%, and 15% so that they can't compete with their more expansive planet-bound cousins.
Imagine the rivalry between Earth-trained and station-trained crews.
zen
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June 27th, 2001, 09:59 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: A question about setting up designs. DevNullMod.
The reason those are in the same weapon family is mainly for AI ship design. If they are in different weapon families then AI ship design has fewer choices about PD weapons to choose from.
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How's my Programming? Call 1-800-DEV-NULL
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June 27th, 2001, 10:15 PM
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Corporal
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Join Date: Dec 2000
Location: Minnesota
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Re: A question about setting up designs. DevNullMod.
Actually, in the mod I'm making I have my two PDs with different families... and using the secondary weapon option works just fine. Granted, you lose a bit of flexiblity... but there isn't any other way to specify the exact type you want.
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June 27th, 2001, 10:23 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: A question about setting up designs. DevNullMod.
O.T.
Dev,
In case you check back in on this thread I found a problem with shields on Weapons Platforms in your mod. On a high tech start shields are not available on Weapons Platforms with "show latest". You get hardened regenerators instead. Can't find your original thread about your mod or I'd post this there.
Sorry to interrupt.
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