.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #31  
Old February 18th, 2002, 02:14 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Keeping your distance (II)

Phoenix,

I just confirmed movement works for bases. You just have to make the following changes to the vehiclesize.txt file.

Engines Per Move := 1 (or whatever)
Requirement Uses Engines := True
Requirement Max Engines := 6 (or whatever)

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #32  
Old February 18th, 2002, 02:19 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Keeping your distance (II)

I did that. Hmmmmmmmm. Maybe I forgot to change the "engines per move"..

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #33  
Old February 18th, 2002, 03:35 AM
Deathstalker's Avatar

Deathstalker Deathstalker is offline
Captain
 
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
Deathstalker is on a distinguished road
Default Re: Keeping your distance (II)

Re: Base engines, the only way I ever got a base to move was by modding the vehicle.txt to give the base 'combat movement' of 2. So the base could actually move during combat but not at any other time. Tried the same trick with sats but it would not work. Never have gotten the normal engines to work with bases, the modd I created a while back (the 'D-Mod') had organic engines that regenerated, due to this ability the AI was adding them as organic armor to bases, they never moved and when I took control of the AI I could not move them either.

Don't know if this helps or confuses the issue at hand but thought I'd but my .02$ in here (being that that's Canadian its worth less I guess.... )
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
Reply With Quote
  #34  
Old February 18th, 2002, 05:51 AM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: Keeping your distance (II)

Q, uncloaked ships in orbit, both in fleets or as individual ships.

just some ideas mac
__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:57 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.