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  #41  
Old December 7th, 2006, 02:27 PM

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Default Re: A new Modding challenge!

Nope. Read the books.
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  #42  
Old December 7th, 2006, 05:04 PM
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Default Modding challenge Part 2!

What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?
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  #43  
Old December 7th, 2006, 05:29 PM
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Default Re: Modding challenge Part 2!

Quote:
President_Elect_Shang said:
What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?

First his: StarFire ships are enveloped by the engines drive field which causes the range finding lasers of an attacking ship to miss-read the actual physical location of the target. Thus when the calculations are run the firing solution produced is already incorrect before the weapon has even fired
I was reading another thread, and I was going to ask something about this as well. Supposedly the damage types that are supposed to effect certain components, like weapons and engines will only take effect if the shields and armor are eliminated first. I was wondering if this can be tweaked with the Penetration and Damage percentage lines?

If there is a shield, then a Engine effecting weapon that you dont want effected by the shield would have a 100% Penetration vs that type of shield, then effect the engine.

Plus:
Requirement 1 Description := Only destroys components that generate movement.
Requirement 1 Formula := Does_Component_Have_Ability("Movement Standard")

Am I groking this correctly?

As for the science behind beams and engines in SF, sounds alot like Honor Harrington effects as well...Gee I guess they were written by the same guy....
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  #44  
Old December 7th, 2006, 06:24 PM
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Default Re: Modding challenge Part 2!

Right Weber wrote the StarFire books and Honor Harrington was written by Rebew. I too have noticed that they write the same.
Can you flesh out what you are describing, a more detailed explanation and/or example please? If I am following you right the thing you are trying to do can be done by creating a new shield and armor type.
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  #45  
Old December 7th, 2006, 07:04 PM
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Default Re: Modding challenge Part 2!

Well I'm going to need damage types that will be able to effect at least engines if there are shields/armor or not. I was just thinking outloud that a similar thing can be done for your problem...
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  #46  
Old December 7th, 2006, 07:18 PM
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Default Re: Modding challenge Part 2!

Ok for what you are looking to do that sounds simple. Create the damage types in DamageTypes.txt using Only Damages Engines as the template; but you already know that. I’m not sure that will help me. If I follow that template it will limit the weapon to only affecting that component and shields and armor if I set it that way.
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  #47  
Old December 7th, 2006, 08:29 PM
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Default Re: Modding challenge Part 2!

Quote:
President_Elect_Shang said:
What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?
And isnt this what your want? Penetration to me means that it doesnt affect the shield/armor at all, so all damage will get past to what ever component you want.

So are we targeting a specific component, or a group of components functions? What is the SF component you are trying to make or affect?
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  #48  
Old December 8th, 2006, 01:21 AM
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Default Re: Modding challenge Part 2!

Antimatter loaded in a magazine!
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  #49  
Old December 8th, 2006, 01:44 AM

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Default Re: Modding challenge Part 2!

Well, even if it could the only affect will be the antimatter pod dying easier, and you can simulate THAT by just giving the pod 3x less hitpoints..
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  #50  
Old December 8th, 2006, 01:49 AM

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Default Re: Modding challenge Part 2!

I think what he's trying to do would be to make a weapon be able get a lucky shot through a weak point resulting in the destruction of a entire ship Hood vs Bismark type shot....if I'm following it correctly....where a ship takes a shot and hits a specific comp and then the dmg is multiplied by how much the comp (antimatter) is holding.....I think....
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