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September 20th, 2006, 06:38 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modding SEV Thread Questions
The way it should work is;
Target has X Hitpoints, figure in overkill %, figure in hit chance, etc. So, Y guns should be enough.
Weapon 1;
Fire on target
Weapon 2;
Fire on target
Weapon Y+1;
Too many guns targetted, skip.
If there are no other targets in range, the ship may just fire the rest because it can.
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September 20th, 2006, 07:08 PM
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Sergeant
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Join Date: Mar 2006
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Re: Modding SEV Thread Questions
Hmm..I'll pay closer attention in my next set of combats.
"If there are no other targets in range, the ship may just fire the rest because it can. "
That I don't like. Just because there are no targets in range *now*, doesn't mean no targets will present themselves soon (ie before the wastefully discharged weapons can refire/reload). This could be a particularly bad thing for weapons with long reload times.
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September 20th, 2006, 08:34 PM
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Sergeant
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Re: Modding SEV Thread Questions
In damagetypes.txt if you list multiple requirements how do you make them Req 1 OR Req 2 instead of Req 1 AND Req 2?
So if I set a damage type to destroy engines and weapons, will it destroy only components that are BOTH an engine and a weapon?
Is there no way to add a special damage type (i.e. deplete supplies) to an otherwise normal weapon?
The instructions imply that any weapon with a "Special" function skips the normal damage allocation process. I want a weapon that does both.
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September 20th, 2006, 08:37 PM
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Sergeant
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Re: Modding SEV Thread Questions
@SJ
Ok, I think I see what you mean, I was just looking through settings.txt again and noticed:
Estimated Targeting Damage Percent for Torpedo Weapon := 50
Estimated Targeting Damage Percent for Directed Torpedo Weapon := 50
Estimated Targeting Damage Percent for Beam Weapon := 50
Estimated Targeting Damage Percent for Bolt Weapon := 50
I still think my second point is valid though..
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September 22nd, 2006, 05:02 AM
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Major General
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Join Date: Nov 2000
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Re: Modding SEV Thread Questions
How does the AI build its ships?
From what I've seen, the AI uses 'fixed' scripts instead of general algorithms and the component properties to build its ships:
If you change the "possible placements" from "Inner Hull, Outer Hull" to "Outer Hull, Outer Hull" (only "Outer Hull" is not accepted by the demo at least) for the basic scanner, the player can only place the scanner into outer hull sections.
The AI however does not use scanners at all in that case - looks like it has a 'build list' which does not order 'scanners' in general, but 'scanners in inner hull'.
Maybe this was bad luck, though - the designs I saw had completely filled outer hull on the upper deck, maybe the scanner came last and simply didn't fit :/
If the AI really uses those fixed lists, I wonder if its possible to do any *greater* mod at all ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 22nd, 2006, 05:07 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Modding SEV Thread Questions
I do agree that strategies will need some more power.
The situation is much improved if weapon damage is relatively small and hitpoints are increased.
In GGmod, there are often lots of ships left crippled, and then cleaned up later by the eventual victor if no enemy reinforcements arrive.
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September 22nd, 2006, 07:52 AM
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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
You're correct in noting that the AI design algorithm has fixed places (outer, inner) where they stick items.
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September 22nd, 2006, 08:27 AM
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Private
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Re: Modding SEV Thread Questions
How exactly does scaling work? Setting "Starting Scales" in *_Ships_XFileClasses works as one would assume, but what does Base Model Radius mean? And Maximum Model Size in VehicleSizes? I swapped the numbers for frigate and (light) fighter, and got miniature frigates and gigantic fighters. But Baseships (at least) won't scale, no matter how low the MaxMdlSze. And frigate MaxMdlSze scaling also appeared to not work after I increased their Starting Scales to 1.00 (from 0.01... hehehe)
I was going to use scaling for additional ship sizes in my mod when no own models exist (such as the default shipsets), but is there really no other way then painfull modification of *_Ships_XFileClasses' for all shipsets?
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September 26th, 2006, 03:34 PM
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Captain
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Location: Texas
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Re: Modding SEV Thread Questions
Can you change the range breaks
Instead of 10, 20, etc. Can it be 1, 2, 3, etc? Or something to that effect? How does it effect the combat model? Or is this all hard coded?
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September 26th, 2006, 03:38 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
There are no range breaks; that's display-only..
Weapon damage is determined by a formula; as far as I can that uses the exact range the weapon is at, and doesn't break down by 10s. No idea how to change the display part though.
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