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October 4th, 2006, 05:12 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Modding SEV Thread Questions
Weapons fire is not an "ability"; it is a special attribute. A proper test would be to give troops this capability, then see if loading troops with Small Combat Sensors onto a ship increases the ship's to-hit. Of course, since to-hit isn't actually displayed anywhere in the UI, you'd have to get some pretty powerful combat sensors on your troops for testing purposes, but this is a useful idea for modding in "hero" units - give them an exorbitant build and/or maintenance cost and presto! 
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The Ed draws near! What dost thou deaux?
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October 4th, 2006, 05:26 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Modding SEV Thread Questions
True. However this IS an ability for that..
Can Fire Into Space From Ship Cargo
which is what I tested..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 5th, 2006, 11:06 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Modding SEV Thread Questions
Ed, a fun technology would be genetic engineering. I've often thought it would be nice to be able to "engineer" subraces that do well with different atmospheres, etc. but the game just doens't support that.
However engineering individuals for specific occupations (ie super gunners with genetically engineered depth perception = better sensors, or super pilots with genetically improved spacial relations = better ECM) would be interesting.
Could you make units that have non-combat values and put them "in cargo" on a planet as governors?
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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October 7th, 2006, 09:39 AM
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Corporal
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Join Date: Nov 2001
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Re: Modding SEV Thread Questions
About sensors and cloaking, is there really now only one kind of cloaking/sensors ?
I mean compared to SEIV were you could mod 5 classes of cloaking/sensors...
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October 7th, 2006, 10:10 AM
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Colonel
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Re: Modding SEV Thread Questions
Quote:
Elsemeravin said:
About sensors and cloaking, is there really now only one kind of cloaking/sensors ?
I mean compared to SEIV were you could mod 5 classes of cloaking/sensors...
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But in fact the 5 sensors in SE IV did all the same. You could mod them a little bit to make them more useful in combination but it was not a big deal.
I will be happy with only one sensor/cloaking type, if (and that is a big if) we can make range dependent.
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October 7th, 2006, 10:20 AM
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Corporal
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Re: Modding SEV Thread Questions
The truth is I was disappointed a little bit in SEIV has the sensor system was not really logical.
But I was thinking that if the following rule could be applied it could make things interesting:
A Sensor can detect a ship if at least one of its "sight" (as called in SEV it seems) for a "type" (if there would be several, using for example the Amount2 value) is higher than the cloak value (Amount 1 of cloaking component) of the same type.
Then the following scenarios could be created:
type 1 : mass
type 2 : spirit
type 3 : visual
Ship 1 has:
Level 2 type 1 cloak (small ship has little mass)
Level 4 type 3 cloak (almost-invisible ship)
Level 1 type 3 sensor (visual sight through space)
Ship 2 has:
Level 3 type 2 cloak (psychic crew shielding)
Level 3 type 2 sensor (psychic crew)
Level 1 type 3 sensor (visual sight through space)
Then we would heve:
Ship 1 can see Ship 2 (visual)
Ship 1 cannot see Ship 1
Ship 2 can see Ship 2 (visual)
Ship 2 can see Ship 1 (psychic)
Do you think that I should forget such objectives for SEV again (as happened with SEIV)?
EDIT: Well at least we got the range now. (Both range and types would have been perfect but range is better than types, I agree with you)
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