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March 13th, 2001, 12:42 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: combat modifiers: stealth armor + ECM?
I was wondering something... (and don't want to drag up the original thread I started awhile back) Can you add Standard Movement ability to a non-engine component and still have it work with the game w/o setting off the max engines limit? I.e., instead of using extra movement on that bridge module use standard movement.
Oh well, I can find out when I get home.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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March 13th, 2001, 04:53 AM
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Sergeant
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Location: Uranus
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Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by Codo:
Tenryu... I had a question. In your playing with movement bonuses and what-not, were you able to find a way to stack multiple afterburner style bonuses? I was wanting to create fighters that had high tactical speeds, but low strategic speeds. I've succeeded in my attempt (Fighter that has 8 strategic and 8 tactical movement for one example...) I personally like it this way, because I think fighter engines would be designed for short-duration, high-thrust manuevers, but the same power wouldn't be well suited to use continously across a solar system. I got the effect I wanted, but now afterburners don't work.
Codo,
Well, I gave the fighter hulls themselves some combat movement. More adavanced hulls, better combat move bonus. Still though, you have a problem with afterburners I think.
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March 13th, 2001, 05:00 AM
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Sergeant
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Join Date: Dec 2000
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Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by Sinapus:
I was wondering something... (and don't want to drag up the original thread I started awhile back) Can you add Standard Movement ability to a non-engine component and still have it work with the game w/o setting off the max engines limit? I.e., instead of using extra movement on that bridge module use standard movement.
Oh well, I can find out when I get home.
I tryed the standard movement stuff first. I couldn't get it to do what I wanted. Then I tried bonus movement. That too didn't work. Finally I found the extra movement thing...wish more stuff worked like that does. It would be handy, as all reading this thread can see.
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March 13th, 2001, 05:11 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by Tenryu:
I tryed the standard movement stuff first. I couldn't get it to do what I wanted. Then I tried bonus movement. That too didn't work. Finally I found the extra movement thing...wish more stuff worked like that does. It would be handy, as all reading this thread can see.
Ayep. Tried it briefly and found that the bridge component was counted as another engine and counted towards the max engines.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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March 13th, 2001, 05:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: combat modifiers: stealth armor + ECM?
Hey, would changing the val2 allow you to stack the Stealth Armor and ECM bonuses?
What else does the Val2 thing work for?
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March 13th, 2001, 01:10 PM
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Sergeant
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Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by suicide_junkie:
Hey, would changing the val2 allow you to stack the Stealth Armor and ECM bonuses?
What else does the Val2 thing work for?
That's what i ment by wishing more stuff worked like the extra movement.
Haven't tried those component abilities like that, I thought it was specific to the extra movemnet ability, but go ahead and try it if it works, let us know, you will have found a very useful modding tool.
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March 13th, 2001, 04:06 PM
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Corporal
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Join Date: Feb 2001
Location: Fishers, IN 46038
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Re: combat modifiers: stealth armor + ECM?
*Sigh* It doesn't work Already tried...
Codo
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March 13th, 2001, 04:12 PM
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Corporal
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Join Date: Feb 2001
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Re: combat modifiers: stealth armor + ECM?
quote: Originally posted by suicide_junkie:
Solar Sails definitely do not stack
Solar Sails don't stack? The text associated with their description explicity implies (is that an oxymoron?) that they do.
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Spyder, Chairman of the Arachnid Consortium
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Spyder, Chairman of the Arachnid Consortium
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March 13th, 2001, 05:08 PM
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Corporal
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Join Date: Feb 2001
Location: Fishers, IN 46038
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Re: combat modifiers: stealth armor + ECM?
Nope. Multiple sails do not stack. They have the same Val 2, so they won't combine. You could make a secondary sail component with a different val 2, I suppose, to make 'em stack.
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March 13th, 2001, 05:42 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: combat modifiers: stealth armor + ECM?
Codo: thanks for the reminder about bonus movement vs. extra movement... I'd forgotten about those, and didn't have time to check the other thread.
It's interesting that ship and fleet experience will stack with ECM/Combat Sensors, but not with each other.
Even more interesting; I've seen a couple instances where I get a non-zero %chance to hit for weapons when the target is out of range. I can't fire the weapon, but the %chance to hit is equal to the ship experience. It doesn't happen for every weapon; the only one I recall right now is the Tachyon Cannon (Temporal tech tree).
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