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October 12th, 2006, 05:54 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Modding SEV Thread Questions
Hey! Now why did he cap weapon ranges? Why shouldn't battles across the map be possible? Especially with seekers. (HH mod again... ) Time for another request. 
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October 12th, 2006, 05:57 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
You have to use units for a proper HH mod anyway- no laser-heads otherwise. 
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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 12th, 2006, 10:30 PM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
SE3 style seekers were the best thing since sliced bread.
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October 13th, 2006, 02:20 AM
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Captain
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Re: Modding SEV Thread Questions
Quote:
Suicide Junkie said:
SE3 style seekers were the best thing since sliced bread.
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Agreed...
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October 13th, 2006, 08:55 AM
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Sergeant
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Re: Modding SEV Thread Questions
In what way? I installed the SE3 demo a little while ago and after giving it a try, I have to say I couldn't stand it. Although I did think the race set-up was pretty good, it had an interesting selection of race traits. Anyway, I didn't notice anything special about missiles, so could someone please detail why they were great?
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October 13th, 2006, 12:08 PM
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Re: Modding SEV Thread Questions
Well from what I remember there were two types...
First Type, was your standard missile. Basically it has fuel/distance, and a set amount of Hit Points, and Damage. It travels up to the distance it can, will take up to its HP before being destroyed, and will do set damage at any range it travels to.
Second Type, was the plasma missile. It has a limited distance that it can travel, and loses damage for every range band that it travels, and the health and damage of the warhead are combined, so its health decreases as its damage decreases. Also any point defense will decrease the damage along with the health.
That is if I remember that correctly...
Hoping that there will be some ways to fiddle with formulas and fields and such to get it to work somewhat like this in SEV.
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October 13th, 2006, 01:12 PM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
In SE3, seekers have a firing range limit, but no travel range limit. Plasma missiles would expire after a while by virtue of losing a few points of damage for every range traveled, but CSMs would never expire until they hit the target or were shot down.
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October 13th, 2006, 03:50 PM
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Sergeant
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Re: Modding SEV Thread Questions
Is there a syntax for comments in the SEV data files?
For example, in the data files of the Paradox games, anything between a # and a carriage return is ignored, so you can insert either entire lines of comments or comments at the end of a line of code. Very handy for remembering what you did later...
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October 13th, 2006, 05:57 PM
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Sergeant
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Re: Modding SEV Thread Questions
Ah, ok. I understand now.
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