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  #1  
Old October 1st, 2006, 06:03 PM
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Default Re: Modding SEV Thread Questions

All unsatisfied requirements show up in the warnings list (top right)
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  #2  
Old October 2nd, 2006, 01:27 AM

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Default Re: Modding SEV Thread Questions

Throwing around mod ideas earlier today, and I came up with a few questions:

1) Can components support +ability per (whatever)? As in, could I have, say, Laser Beam I that does n damage per number of Battery Is on the ship? Or +morale per ships in fleet? Or +movement per stars in system? Anything like that?

2) I've seen this, I think, in some form when I was browsing the components.txt file. The Stupifier psychic weapon renders a crew bereft of experience for a time. Can this be expanded? I have two things in mind, one being (almost RPG-esque) "status ailments" - switch sides, lose engine power, defense down, weakened weapons, etc, all on a timer. Also, can I expand this to damage over time attacks? Say, 20kt of structural damage per second for 10 seconds on a successful hit.

3) components capable of system-wide buffs?

4) can ground defense weapons be added to facilities? Say, I build a Garrisoned Research Facility II that has three Ground Cannon IIIs for use in planetary battles - or even a non-component ranged attack used only by that facility.

5) I'm guessing this is possible, judging by the name of the file (componentenhancements.txt rather than weaponmounts.txt), but can "mounts" be extended to any component type? I know it was done in many IV mods, but I think SEV might have really fleshed out that system.

6) Am I missing an Abilities.txt file somewhere?

Thanks in advance
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  #3  
Old October 2nd, 2006, 01:52 AM
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Default Re: Modding SEV Thread Questions

2) Some of those damage types already exist. I don't think you can add such effects if they do not yet exist, though.

3) Sure, set the ability scope to system instead of object.

5) Yep. For an example, see my "mod out LCX as early warship" thread for a way to make a mount that applies to components with a specific ability.

6) Is there not a "Description_Abilities.txt" in the demo Data folder?
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  #4  
Old October 2nd, 2006, 03:49 AM
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Default Re: Modding SEV Thread Questions

No, the demo does not have the "Description_Abilities.txt" file.
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  #5  
Old October 2nd, 2006, 07:23 AM
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Default Re: Modding SEV Thread Questions

None of the Description_X files were included in the demo...
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  #6  
Old October 2nd, 2006, 10:48 AM
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Default Re: Modding SEV Thread Questions

In case you think squares are boring:
Attached Images
File Type: png 451082-Dlg_Combat_CommandBar_QuadMap.png (128.7 KB, 276 views)
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  #7  
Old October 2nd, 2006, 11:57 AM
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Default Re: Modding SEV Thread Questions

http://imagemodserver.mine.nu/other/...opModifier.zip

Type in whatever formula you want, and press go!
Automatically Generates the Population Modifiers for your settings.txt
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  #8  
Old October 28th, 2006, 11:56 PM

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Default Re: Modding SEV Thread Questions

Quote:
Kamog said:
No, the demo does not have the "Description_Abilities.txt" file.
I have a purchased copy and I can't locate this. It is a file, right? I am trying to understand how modding is done and it sounds like this file would be helpful. I have been waiting for a UI mod for SE IV and now find SE V still has no option to list the Construction Queue items in a format similar to the Colonies Facilities list. So I thought, I should try my hand at modding. Still reading though the forums, but I am interested in any ideas on where I can find the best information on modding SE V. Also it looks like basic modding information for SE IV is the same, am I correct?
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  #9  
Old October 29th, 2006, 12:16 AM

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Default Re: Modding SEV Thread Questions

Its a file, and it wasn't included in the retail version. Its around here on the forums somewhere..
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  #10  
Old October 29th, 2006, 12:34 AM
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Default Re: Modding SEV Thread Questions

I've posted the Description files here:
http://www.captainkwok.net/se5resources.php/

Keep in mind they are not 100% accurate or up to date.
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