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  #41  
Old February 12th, 2005, 04:46 PM
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Default Re: Capship Mod

About the engines, there are the same number of engines as in the stock game.

No, facilities can't have weapons.
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  #42  
Old February 12th, 2005, 04:54 PM
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Default Re: Capship Mod

Then what is Engines.txt?
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  #43  
Old February 12th, 2005, 05:03 PM
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Default Re: Capship Mod

Oh damn! I forgot that was in the folder when I rezipped the mod for you. Engines.txt is the file I got when I was playing around with the tech gridder.
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  #44  
Old February 12th, 2005, 05:29 PM
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Default Re: Capship Mod

Doesn't mind. Made me think. Gave me inspiration.
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  #45  
Old February 12th, 2005, 08:04 PM

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Default Re: Capship Mod

You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
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  #46  
Old February 12th, 2005, 08:13 PM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:
Hmmm... and the regeneration? That makes it an all-or-nothing hit...
Quote:
Suicide Junkie said:
Shield regen and shields-from-damage don't work on planets.
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  #47  
Old February 12th, 2005, 10:30 PM
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Default Re: Capship Mod

I like the idea of facilities generating shield points, I think I will add that to my mod.
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  #48  
Old February 13th, 2005, 12:26 AM

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Default Re: Capship Mod

Quote:
Renegade 13 said:
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
Sorry, I worked on getting an AI to work for about the past 3 hours, and nothing. I hope someone else can get one working.
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  #49  
Old February 13th, 2005, 06:14 AM
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Default Re: Capship Mod

One more question: what does the "Drop Troops" ability do?
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  #50  
Old February 13th, 2005, 06:28 AM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:
One more question: what does the "Drop Troops" ability do?
Nothing. Like Palace, Star - Unstable, and several others, it is 100% non-functional. Such abilities can be handy as extra AI Tags and to add more bullet points in the description of the component. A very common use is to use a non-functional ability to add a tag mentioning any to hit bonus/penalty a weapon has, since this value is displayed nowhere in-game.

Check out SEIV Modding 101 for a complete listing of all abilities. Tells you what they do and which files they are useable in. Many facility abilities can be used as ship components, and vice versa.

http://se4modding.spaceempires.net/M...html#Chapter16
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