|
|
|
 |

October 1st, 2006, 06:03 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Modding SEV Thread Questions
All unsatisfied requirements show up in the warnings list (top right)
__________________
Things you want:
|

October 2nd, 2006, 01:27 AM
|
Private
|
|
Join Date: Aug 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

October 2nd, 2006, 01:52 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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?
|

October 2nd, 2006, 03:49 AM
|
 |
Lieutenant General
|
|
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
No, the demo does not have the "Description_Abilities.txt" file. 
|

October 2nd, 2006, 07:23 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Modding SEV Thread Questions
None of the Description_X files were included in the demo...
|

October 2nd, 2006, 10:48 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Modding SEV Thread Questions
In case you think squares are boring:
__________________
Things you want:
|

October 2nd, 2006, 11:57 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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
__________________
Things you want:
|

October 28th, 2006, 11:56 PM
|
Private
|
|
Join Date: Oct 2006
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|

October 29th, 2006, 12:16 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
Its a file, and it wasn't included in the retail version. Its around here on the forums somewhere..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 29th, 2006, 12:34 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|