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  #31  
Old April 19th, 2008, 02:36 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Fyron said:
Quote:
Ragnarok-X said:Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
IIRC that functionality is still broken. Given the much more complex relation between tech areas and components than in SE4, its probably going to take quite some work for Aaron to fix.
If only the designs were saved as independent files like they were in SE3...
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  #32  
Old April 19th, 2008, 03:02 PM
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Default Re: MOD: Space Empires V - Babylon 5

Figured everything out, thanks for the link Fyron. As a matter of fact i did not notice the detailed article regarding weapon formulas.
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  #33  
Old April 19th, 2008, 03:27 PM
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Default Re: MOD: Space Empires V - Babylon 5

Its linked from the relevant field names in the Components article. Is that not clear enough? Not sure how to make it clearer.
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  #34  
Old April 19th, 2008, 05:03 PM
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Default Re: MOD: Space Empires V - Babylon 5

I will be more sensitive next time, sorry about that.


Now, a more important question. I cant seem to get the damage system to work.

I have this piece of armor:

Number Of Abilities := 2
Ability 1 Type := Component - Damage Resistance
Ability 1 Description := Negates any damage of [%Amount1%]kT or les
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 4
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Is Armor Type
Ability 2 Description := Provides armor protection.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Armor"
Ability 2 Amount 2 Formula := 0


It is armor, therefor soaks up damage. In addition, it negates small bits of damage.
Now, as mentioned i want a bit of the damage to leak into the hull.
Im using a weapon with dmg type "normal".


DAMAGETYPES

Armor Type 1 Name := Normal Armor
Armor Type 1 Penetration Percent := X
Armor Type 1 Damage Percent := X


Now, how should those 2 values be set up ?
If i want a gun which does 100 damage to do 30 % of its damage to the internals, i obviously should set penetration percent to 30.
But what about the Damage Percent ? Should it be it 70 or 100 ?

I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
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  #35  
Old April 19th, 2008, 05:14 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
I will be more sensitive next time, sorry about that.
I was actually asking a serious question. I wasn't offended or anything.

Quote:
Ragnarok-X said:
But what about the Damage Percent ? Should it be it 70 or 100 ?
Damage Percent is multiplied against the damage done to the armor component (IIRC after the Penetration Percent is removed). Setting it to 0 means no damage at all is done. Setting it to 70 means 30% of the damage will be dropped (in addition to the 30% that passes on to the next component). You should probably set it to 100.

Quote:
Ragnarok-X said:
I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
As stated previously, damage has to go through every armor component, in the order they were added to the ship, before anything gets to the internals. If you have 10 armor components, a 30% penetration percent will not get all the way through. Assuming Damage Percent is set to 100, Armor 1 will take 70% of the hit's damage. Armor 2 will take 21% of the hit's damage. Armor 3 will take 6.3% of the damage, and so on.

If you want really leaky armor, try setting the penetration to a high value, like 90.
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  #36  
Old April 20th, 2008, 02:21 AM
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Default Re: MOD: Space Empires V - Babylon 5

To calculate how much damage will be absorbed by the armor:
(penetration factor) ^ (number of layers)


For example: 5 layers of armor that each leak 70% of the damage through (70% penetration = 0.7)

0.7 ^ 5 = 0.168

Therefore, only 17% of the damage will make it all the way through those 5 layers.
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  #37  
Old April 20th, 2008, 08:16 AM
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Default Re: MOD: Space Empires V - Babylon 5

Regarding the weapon to hit modifier formula. How would i go about capping it at some point ?

I want a gun that gets a to hit bonus when being away from the target:

[%Range%] / 2


However, i want it to be capped at 25 or what.
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  #38  
Old April 20th, 2008, 01:00 PM
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Default Re: MOD: Space Empires V - Babylon 5

If you look on page 53 of the modding doc, you will see some useful functions. Min is what you want in this case. It will return the smaller of the two values.

Min([%Range%] / 2, 25)
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  #39  
Old April 20th, 2008, 01:44 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
Apart from shadows phase-shifting there will be no cloaking technlogy.
But the Mimbary had some kind of that on their fighters .. there are instances with terran pilots saying those where near impossible to pick up on (combat) sensors, and there's an episode where -what-was-his-name- sneaked his fighter into the centaury fleet and even "docked" with some capital ship ... .
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  #40  
Old April 20th, 2008, 01:46 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Fyron said:
Quote:

However, i want it to be capped at 25 or what.
If you look on page 53 of the modding doc, you will see some useful functions. Min is what you want in this case. It will return the smaller of the two values.
Min([%Range%] / 2, 25)
As he wants a cap, he would need a MAX function .. if there's any (dunno, never read that doc). ;-)
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