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October 26th, 2006, 06:05 PM
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Brigadier General
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Join Date: Nov 2001
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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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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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October 27th, 2006, 04:29 AM
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Captain
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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.
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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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October 27th, 2006, 07:41 AM
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National Security Advisor
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Re: You\'re thoughts please!
If a component or weapon has more than 50% damage, it's abilities won't work anymore. Note for Organic Armor though if it is damaged more than 50% during combat it no longer adds any regeneration points to the pool... if it has the chance to heal again though to 100% structure, it will start contributing regeneration points again.
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October 27th, 2006, 09:19 AM
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Brigadier General
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Re: You\'re thoughts please!
I would need something like the destroyed on use ability along with the emergency movement points ability tied together. Then I could create a component that:
1. Generates one point in movement.
2. Generates one bonus movement point for each working component which would have to be activated in the same way emergency components are now.
3. When activated SE5 will determine randomly if chance to fail succeeds or not. The chance to fail would have to be a modder supplied percent. Succeed means the component is destroyed and not means the player (or AI) can use the ability again next turn.
Honestly it could be done if Aaron just added in a percent chance to fail formula, but I don’t think he will.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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October 27th, 2006, 04:16 PM
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Corporal
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Re: You\'re thoughts please!
OK, so just how does combat movement work? I saw the listings in the componets file on the engines, but I haven't quite pieced it together. Would somebody be so kind as to explain it to me? I'd rather know before I get to work on putting QNP in, as well as dabbling in stuff like maneuverability mods and defense modifiers based on them.
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I'm sewage flavored.
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October 27th, 2006, 04:25 PM
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National Security Advisor
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Re: You\'re thoughts please!
Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.
How it works: Take the ship's movement points, multiply it by the value above, then ADD any "Combat Movement" values.
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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.
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October 27th, 2006, 09:06 PM
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Second Lieutenant
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Re: You\'re thoughts please!
Do functions get overriden? So if I declare a function in the Main script file, and the same one exists in an included script, will the new one override the old?
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October 27th, 2006, 09:12 PM
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National Security Advisor
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Re: You\'re thoughts please!
The Empire specific scripts will overwrite any variables etc. in the general AI files.
But if you wanted to make a special design creation sequence for your modded race, you could modify the default one and give it a new name and include that file as a reference in place of the other script in your AI's main script file.
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October 28th, 2006, 04:40 PM
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Corporal
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Re: You\'re thoughts please!
Hmm...OK, got that part about the movement points and what not and then did some good old hard testing to see how stuff works, but I'm a bit lost on how to add something like a maneuvering thruster to make a ship, for instance, turn faster. Though, I think that making a ship harder to hit would be a matter of adding a function in the defense modifier of the ship based on movement points and turn speed. That I'll need to explore, but again I don't know what command to put in the script.
OK, another question...I noticed that, in the racial traits, it has a field for requirements. What, exactly, can I put in there and how do I make abilities have other abilities as requirements?
Edit: OK, so after digging through the tech files, I'm thinking "Empire_Has_Racial_Trait" is probably just what I want. I'll try it and post the results here.
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October 28th, 2006, 04:44 PM
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Shrapnel Fanatic
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Re: You\'re thoughts please!
I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching for something, and end up at a thread with 100s of posts, since the forum software doesn't link properly in them (unless maybe it just doesn't like non-default settings...).
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