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  #1  
Old September 26th, 2006, 04:11 PM
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Default Re: Modding SEV Thread Questions

Can Formula's be used in any field, or are they restricted to certain hard-coded fields?
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  #2  
Old September 30th, 2006, 11:17 AM
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Default Re: Modding SEV Thread Questions

The .csf-files are the compiled script files. You will be able to compile them with the included editor.
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  #3  
Old September 30th, 2006, 11:32 AM

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Default Re: Modding SEV Thread Questions

Neat, what do the 2 that are there do now?
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  #4  
Old September 30th, 2006, 12:40 PM
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Default Re: Modding SEV Thread Questions

If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects.
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  #5  
Old September 30th, 2006, 03:00 PM
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Default Re: Modding SEV Thread Questions

I was taking a look at the data files again today, and was looking at the damage types.txt file. It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.

Damage Type Name := Skips Normal Shields
Description := Damage which skips normals shields but will be stopped by other kinds of shields.
Picture Number := 32
Cannot Penetrate Any Kind Of Shields := FALSE
Cannot Penetrate Any Kind Of Armor := FALSE
Number Of Vehicle Types := 0
Number of Shield Types := 1
Shield Type 1 Name := Normal Shields
Shield Type 1 Penetration Percent := 100
Shield Type 1 Damage Percent := 0
Number of Armor Types := 0
Internal Damage Percent := 100
Facility Damage Percent := 100
Population Amount Killed Per Damage Point := 0.25
Crew Amount Killed Per Damage Point := 0
Is Viral Weapon := FALSE
Number Of Special Effects := 0
Number Of Requirements := 0
Number Of Abilities := 0

With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well...
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  #6  
Old September 30th, 2006, 03:04 PM
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Default Re: Modding SEV Thread Questions

Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
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  #7  
Old September 30th, 2006, 03:06 PM
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Default Re: Modding SEV Thread Questions

Quote:
Captain Kwok said:
Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
I assume we can do this my making certain restrictions and qualifiers...based on the the level of weapon tech in relation to the damage ability?

NM, I assume you mean just by the damage formula, and the level adding an amount by level...
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  #8  
Old September 30th, 2006, 04:51 PM

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Default Re: Modding SEV Thread Questions

Yep. Check out the top of the damage type file- it specifies exactly how the damage routine works.
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  #9  
Old October 1st, 2006, 09:08 AM
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Default Re: Modding SEV Thread Questions

Is it possible to mod a crew factor to weapons, something like "phaser 5 -> ship needs 50 more crew than without it"?
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  #10  
Old October 7th, 2006, 02:09 PM

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Default Re: Modding SEV Thread Questions

Does anyone have an idea of the use of the following setting in the damage data file:

Number Of Vehicle Types

It isn't used in the demo (as with so many other settings...) and not talked about in modding threads (as much as I can say).

Considering that the list of available target is defined per weapon (in the component data file), I cannot see the use of this settings in the damage data file (but I guess something in someone's mind must have created this for a reason...)
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