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  #1  
Old November 28th, 2000, 01:21 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Mod/Extension Posted

I must question whether all of these things work the way you think they do. Not all abilities transfer from components to facilities or vice versa, and MM has not clearly documented which ones do or do not.

The "Change Ground Defense" ability description in abilities.txt says it changes GROUND combat. Given how tough it is for troops to conquer a planet, maybe this is not a good idea right now. But, yeah, the ability has been there for a while and MM has not got around to making a facility to use it. Same for Planetary Shields. There's nothing but the "artifact" technology. I have added both types of facilites to my custom techs.

The "Combat to Hit Dec" ability doesn't work with Weapons Platforms, just like multiplex tracking. In both cases the planet's attributes super-cede the units abilities. I doubt that either of these works with facilities either. Have you verified that this works somehow?

There is also no reason to think that adding research point generation to a component would work. I tried it a long time ago and it did NOT work. It is certainly possible that the game has been changed but there was never any announcement of this. Have you tested this and proved that giving a Medical Bay this ability actually produces any research points? Or that adding intelligence point generation to the various sensors really produces any intelligence points?

[This message has been edited by Baron Munchausen (edited 27 November 2000).]
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  #2  
Old November 28th, 2000, 02:22 AM

Talenn Talenn is offline
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Default Re: Mod/Extension Posted

All:

Baron is indeed correct about the 'Point Generation' on Components. I hadnt added that part of the Tampa_Gamer's Mod to my set but decided to try it out as an experiment. The points are not added.

Baron:

Well, in the absence of any information, its trial and error. In this case, he was not able to accomplish what he wanted, but at least an effort was made. As a tester, you have access to far more info than the end user. At this point, I'm just as happy to see someone experimenting in this fashion so we can all benefit.

If you have any further info that we can use (and obviously only if doesnt violate any NDA's ), please throw it out there whenever/wherever you can. It might save some of us alot of time in trial and error mistakes if we know that someone else has already tried it.

Thank for the catch on Tampa_Gamer's mod and please add your input to any other mod discussions. Experience is very helpful with these types of mods methinx

Talenn
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  #3  
Old November 28th, 2000, 09:58 AM
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Jubala Jubala is offline
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Default Re: Mod/Extension Posted

quote:
Originally posted by Talenn:
I have added the 'Streamlined Hulls' Tech Area to my set and my initial tests show that it is working.


Sounds great. I'd like to see the filechanges you made.

A question. I assume it's impossible to retrofit an old frigate to a design based on the new streamlined hull, right?
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  #4  
Old November 29th, 2000, 02:28 AM
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Tampa_Gamer Tampa_Gamer is offline
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Default Re: Mod/Extension Posted

Baron:

Thanks for the info! This is exactly why I posted the Mod as Version 1.0 - to get this kind of feedback. Could you possibly post a short list of abilities that do no cross-over between facilities/components based on your tinkering and what other beta testers have posted in your forum? The way the documentation reads now, this is never explained, so it could save a lot of time for everyone. I did some preliminary testing on the "Combat Hit Dec" ability and the Resource Point Generation, but obviously I was not thorough enough. I apologize to anyone who wasted the time installing those specific mods, but this is all new to me and we are all learning the "undocumented features" at the same time!

Anyway, can any of you explain exactly what the .emp files do and how you can make them (or read them for that matter). I saw some posted on the Hyperion website and am curious how they effect the game.

P.S. - I would like to see how others are modifying their files, please post your mods and take a few minutes to explain how you did it (similar to the readme.txt in my mod). This not only helps others understand what you did (so they can offer pinpoint feedback like Baron) but it also serves as an educational tool for the rest of us.

[This message has been edited by Tampa_Gamer (edited 28 November 2000).]
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Old February 7th, 2001, 06:38 PM

WhiteHojo WhiteHojo is offline
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Default Re: Mod/Extension Posted

Was doin a little search on the board and ran across this thread. It was before my introduction to the game so I have never seen it.

My question is to Tampa mainly (& any other modders that replied in this topic) but what is the relationship b/t this old mod and the Mod Pack 1.01? I understand some of the ideas proved non workable but some of em sound rather interesting (like 4, 9 & 13).

Another question to any who read this.

Who designed the PD mount mods for the Weapon Platforms and Base mounts increasing the range of PDs based on platform size?

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[This message has been edited by WhiteHojo (edited 07 February 2001).]

[This message has been edited by WhiteHojo (edited 07 February 2001).]
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  #6  
Old February 7th, 2001, 07:04 PM
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Default Re: Mod/Extension Posted

Whitehojo-

I am suprised you found this. This was in the "early" days when nobody knew which abilities could be used by components/facilities. Anyway, I still use some of these in my "personal" mod, but NONE of these mods are included in the AI Mod pack b/c we all agreed that we should not modify research/components/facilities since it would be a pain for people to have to incorporate the modified data sets into their existing personal mods. We also felt that with all the changes in the patches and new discoveries about AI behavior and file interaction, that our time would be best served providing a number of difficult races and improving AI.

[This message has been edited by Tampa_Gamer (edited 07 February 2001).]

[This message has been edited by Tampa_Gamer (edited 07 February 2001).]
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  #7  
Old February 7th, 2001, 07:06 PM

WhiteHojo WhiteHojo is offline
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Default Re: Mod/Extension Posted

thanks for the info - doin a search on this board is kind like goin to a rumage sale - you never know what you'll find.

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