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  #41  
Old September 26th, 2006, 04:10 PM
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Default Re: Modding SEV Thread Questions

Quote:
Phoenix-D said:
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.
But the display also shows the to hit modifers, and I would assume that is based on formulas as well, based on range and damage? Then the display would not show accurate info...
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  #42  
Old September 26th, 2006, 04:11 PM
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Default Re: Modding SEV Thread Questions

Can Formula's be used in any field, or are they restricted to certain hard-coded fields?
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  #43  
Old September 26th, 2006, 04:20 PM

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Default Re: Modding SEV Thread Questions

Quote:
Kana said:
Quote:
Phoenix-D said:
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.
But the display also shows the to hit modifers, and I would assume that is based on formulas as well, based on range and damage? Then the display would not show accurate info...
To-hit modifiers have their own line for a seperate formula. Range and damage get tossed into the same forumla. The display will always be in what it tells you- it just may not always give *useful* information (eg if all your weapons have a range between 1 and 10, only the very first box will be filled in..I think.)
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  #44  
Old September 26th, 2006, 04:22 PM
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Default Re: Modding SEV Thread Questions

Quote:
Phoenix-D said:
Quote:
Kana said:
Quote:
Phoenix-D said:
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.
But the display also shows the to hit modifers, and I would assume that is based on formulas as well, based on range and damage? Then the display would not show accurate info...
To-hit modifiers have their own line for a seperate formula. Range and damage get tossed into the same forumla. The display will always be in what it tells you- it just may not always give *useful* information (eg if all your weapons have a range between 1 and 10, only the very first box will be filled in..I think.)
Grim...
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  #45  
Old September 26th, 2006, 04:24 PM

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Default Re: Modding SEV Thread Questions

I don't know for sure if the display can be changed or not..
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  #46  
Old September 26th, 2006, 04:45 PM
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Default Re: Modding SEV Thread Questions

Fields that can use formulas are labeled "Blah blah Formula".

This line details the "range blocks":
Weapon Space At Range Distance Increment := 10.0

If you were to change this to 1.0 and had a weapon go to 9 range, it would likely fill up the first row of range boxes (which would still read 10...90 since they are just a .bmp image).

There's a couple of ways to modify accuracy.

This line can change the rate that accuracy changes at range.
Weapon Space To Hit Modifier Formula := 0 - ([%Range%] * 0.5)

The above example would have accuracy decrease at half the range. That is at 50 range, it would have -25% penalty.

Alternatively you can change this value:
Weapon Space To Hit Modifier Formula := 25.0

Which adds a blanket 25% to hit at all valid ranges.
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  #47  
Old September 28th, 2006, 02:00 AM
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Default Re: Modding SEV Thread Questions

Quote:
Captain Kwok said:
Fields that can use formulas are labeled "Blah blah Formula".
This is good to know, and after looking at the data file, I noticed that what I was worried about actually has a Blah Blah Formula label...now the question is find the right formula, and syntax of formula to get what I want...

Basically I was looking for the Plasma Torpedo, from SE3, and Star Fleet Battles. The PT tracks like a seeker, and starts out with a set amount of damage, which decrease in range blocks the longer it takes to get to the target, but can be shot by beam weapons to decrease the damage it does. So basically the structure/HP of the seeker is equal to the current damage of the torpedo.

Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space Min Damage Modifier Formula
Weapon Space Max Damage Modifier Formula
Weapon Seeker Tonnage Structure Formula
Weapon Seeker Defense Modifier Formula

I figure between all of these I can mod it to get what I want...just have to figure out how...
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  #48  
Old September 28th, 2006, 02:08 AM

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Default Re: Modding SEV Thread Questions

Everything except the last part is doable.

I'm not entirely sure if you can tie the fields together like that..
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  #49  
Old September 28th, 2006, 11:33 AM
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Default Re: Modding SEV Thread Questions

In SE2 seekers by default lost damage potential as they were damaged... I wonder why Aaron took that out
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  #50  
Old September 28th, 2006, 01:18 PM

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Default Re: Modding SEV Thread Questions

Sorry to stretch the thread topic... but has anyone had any luck with planet textures? (in the models directory)
I've made several of them (256x256 24bit bmps) but for some reason they all crash the game when the minimap is used to switch to a system containing the new planet texture. I can't tell if I have the format wrong, if this is bug related, or if there is some tricky requirement for the texture designs.
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