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  #1  
Old October 26th, 2006, 03:12 PM
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Default Re: You\'re thoughts please!

Quote:
President_Elect_Shang said:
@ CPT Kwok: I know you had a thread started for ship changes (modding) or something to that effect but I would like to start a new thread for posting general tricks that have been found.

Maybe if SJ can make this a sticky and others start posting tricks we can lay the ground work for a tips and tricks page for the Wiki master page.

Really have to go now but please, share your thoughts! Is any of this useful or should I just give it up?
Sticky this thread as well. Always share your thoughts, especially if its something you dont think someone else may have thought of. Then they can use, or make them think of something else.

Speaking of which...I was reconsidering my Tholian web problem. From previous discussions, with the new damage types, I should be able to give web weapons the ability to slow down other ships/objects. To use them, it was disscused to use sats, drones, or even mines to be able to have a 'free standing web/terrain like feature'. Last night a thought came to me...

Can you set a seeker to have a zero speed? Then when launched, it would say in place, and basically be an obstacle to what ever is on its target list? Basically it would 'ram' any valid target that enters its 'square'. I havent tested it yet. Do you think it would work? Anyone else have a counter idea? Any way you think I can get this to work at range? IE: Shoot web out to range 10 and stay there as an obstacle?
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Old October 26th, 2006, 04:20 PM
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Default Re: You\'re thoughts please!

Shooting a web to range 10 should be no problem and getting the seeker to sit still should also be easy. The problem I see is getting the seeker to ram. I think it will need movement of some kind to complete a ram attempt.

If I want to combine two statements in one formula; specifically Get_Design_Specific_Component_Count(“A”); how would I do that?

I have tried the OR operator and it doesn’t seem to work. What I am trying to accomplish is limit a player to placing a certain number of engine component A on a ship or a certain number of engine component B but not both. So far I can get the ship in the Vehicle Size text to recognize one or the other but not both. In other words I can restrict the number that can be placed by putting the restriction in two formulas but you can still place the max number of A and the max number of B. See what I am saying/asking? I don’t’ want that, I want either but not both.
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Old October 26th, 2006, 05:04 PM
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Default Re: You\'re thoughts please!

That is the way OR works. If at least one side is true, then the result of ORing them is true.

The simplest way to make it exclusive would be to add a requirement of (count(A)=0 OR count(B)=0)

If you want to handle more than just two types, then try checking to ensure that the maximum of the counts (IE the type with the most components installed) is equal to the sum of the number of engines installed of all types.
Eg: max(a, max(b, max(c,d))) = (a+b+c+d)
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Old October 26th, 2006, 05:25 PM
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Default Re: You\'re thoughts please!

I thought about it more and decided to toss the idea out. There are a number of reasons why the “Paper” game works well with two different types of engines. I could mod both types to “almost” meet the paper game, but just “almost”. The problem comes from the military engine; which should allow a player to run them at full power but if they do so it would mean a random chance of the engine failing and needing to be repaired. The benefit to full power is double the strategic movement speed. It goes into a little more detail than this but the essential is I would need to create an engine that can be used to produce double speed (when the player or AI’s chooses to) with a chance to fail every turn. I don’t see a way to do that so I have tossed it out and built the restriction on max speed for the hull instead.

This could come in handy for other moders which want to use more than one engine type but control how many and in what combinations they may be legally used by the player and AI.
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Old October 26th, 2006, 05:43 PM
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Default Re: You\'re thoughts please!

To mod the effect of the Military Engines being 'accident prone' you just need to make them cost more in terms of maintence or repair. Since maintence is a flat rate, you would have to make the engine just cost more. For repair, either make it fragile, with lower HP, or with more HP so that it take longer to repair.
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Old October 26th, 2006, 06:05 PM
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Default Re: You\'re thoughts please!

I thought about doing the higher cost thing; however, the spirit of the engine wouldn’t be there. Players could use it full power all the time and never feel the “fear” of not making it planet Beta Prime before the enemy sterilizes it. You will always make it since it will never break. I decided to just make the item straight out and leave it alone. In the end having to add the other restrictions and features to the different hulls just isn’t worth charging more.
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Old October 27th, 2006, 04:29 AM
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Default Re: You\'re thoughts please!

Quote:
President_Elect_Shang said:
I thought about doing the higher cost thing; however, the spirit of the engine wouldn’t be there. Players could use it full power all the time and never feel the “fear” of not making it planet Beta Prime before the enemy sterilizes it. You will always make it since it will never break. I decided to just make the item straight out and leave it alone. In the end having to add the other restrictions and features to the different hulls just isn’t worth charging more.
Isnt there some form of critical failure thing?

-NVM, this had to do with loss of CQ, LS, and Control Centers.-

Also, what do these do?

Damage Factor Object Still Operational - Weapon := 0.50
Damage Factor Object Still Operational - Component := 0.50
Damage Factor Object Still Operational - Facility := 0.50
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Old October 26th, 2006, 06:01 PM
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Default Re: You\'re thoughts please!

Why not simply give the military engines emergency move ability?

You burn one out to got extra fast now.
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Old October 26th, 2006, 06:27 PM

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Default Re: You\'re thoughts please!

Is there documentation on the scripting language used by Aaron, or the name of it at least?
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Old October 26th, 2006, 07:10 PM
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Default Re: You\'re thoughts please!

I think it's Delphi.
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