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October 7th, 2006, 10:20 AM
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Corporal
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Join Date: Nov 2001
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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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October 7th, 2006, 02:09 PM
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Corporal
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Re: Modding SEV Thread Questions
Does anyone have an idea of the use of the following setting in the damage data file:
Number Of Vehicle Types
It isn't used in the demo (as with so many other settings...) and not talked about in modding threads (as much as I can say).
Considering that the list of available target is defined per weapon (in the component data file), I cannot see the use of this settings in the damage data file (but I guess something in someone's mind must have created this for a reason...)
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October 7th, 2006, 02:13 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
SEIV and SEV both have a lot of stuff in there that was planned, and not implimented. That might be one of those.
Otherwise..I have no idea.
__________________
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 7th, 2006, 04:43 PM
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Corporal
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Re: Modding SEV Thread Questions
Yet another question:
It seems from the DamageTypes.txt file that the Crew Conversion is hardcoded not to be able to be applied on master Computer.
However it seems that using a requirement opposite of somethig like Does_Ship_Have_Component_With_Ability("Master Computer") would do the same except that it would be possible to mod it (like to make a virus affecting only master computer taking control of the enemy ship).
Do you know about this ? Is the requirmeent currently really hardcoded (legacy from SEIV?) ?
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October 7th, 2006, 09:46 PM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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Re: Modding SEV Thread Questions
is there any option to modify the max population of a planet as a racial trait similar to what can be done about cargo space. i found the Storage Cargo Space Percent and was shown the Storage Facility Space Percent abilities in mainstrings.txt but i see nothing that looks like i can increase max population in the same way.
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The vastness of space and time, and I end up here?
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October 7th, 2006, 11:47 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through.
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October 8th, 2006, 09:42 AM
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Sergeant
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Location: Dallas, tx
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Re: Modding SEV Thread Questions
thanks. hopefully it will be added.
another question.
i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think)
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The vastness of space and time, and I end up here?
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October 8th, 2006, 01:47 PM
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Lieutenant General
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Re: Modding SEV Thread Questions
There is going to be a fix for that in the first patch.
Quote:
Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
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October 8th, 2006, 01:50 PM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it.
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October 9th, 2006, 02:25 PM
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Lieutenant General
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Re: Modding SEV Thread Questions
If you put an ability such as resource generation on a component, and put the component on a ship, will the ability continue to operate if you mothball the ship?
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