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				September 26th, 2006, 04:11 PM
			
			
			
		  
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				Captain 
				
				
				
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				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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				September 30th, 2006, 11:17 AM
			
			
			
		  
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				Brigadier General 
				
				
				
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				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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				September 30th, 2006, 11:32 AM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		Neat,  what do the 2 that are there do now? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 30th, 2006, 12:40 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				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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				September 30th, 2006, 03:00 PM
			
			
			
		  
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				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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				September 30th, 2006, 03:04 PM
			
			
			
		  
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				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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				September 30th, 2006, 03:06 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		
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				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.  
			
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 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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				September 30th, 2006, 04:51 PM
			
			
			
		  
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				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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				October 1st, 2006, 09:08 AM
			
			
			
		  
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				Private 
				
				
				
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				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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				October 7th, 2006, 02:09 PM
			
			
			
		  
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				Corporal 
				
				
				
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				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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