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September 28th, 2006, 01:25 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
I have made a few that have worked fine, but I was lazy and copied over existing textures.
How did you go about adding it?
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September 28th, 2006, 01:25 PM
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Colonel
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Re: Modding SEV Thread Questions
Minesweeping seems still identical to SE IV but as far as I understand you can create new units and the mine-sweeping component has this ability:
Ability 1 Type := Units - Sweeping
Ability 1 Description := Can sweep [%Amount2%] mines per use.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Mine"
Ability 1 Amount 2 Formula := 2 + (([%Level%] - 1) * 5)
So could you create "supermines" which can't be swept by the normal minesweeping component but only by the "superminesweeping" component (replace "mine" in the above formula by "supermine")??
That would be absolutely great as mines could be made useful even for later games!
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September 28th, 2006, 01:31 PM
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Corporal
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Re: Modding SEV Thread Questions
I also copied over existing textures (backing up the original of course). The new textures are the same size (192KB) and work fine when I switch to the system using the Planet menu... but when I switch to the system using the minimap, I get the endless loop of popping up errors over a white screen.
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September 28th, 2006, 02:34 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
You could definitely do that, Q. I think you can also make a component that "sweeps" FIGHTERS, not that it makes any sense.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 28th, 2006, 06:15 PM
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Captain
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Re: Modding SEV Thread Questions
Quote:
Phoenix-D said:
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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Well if the 'formula' lines can take any formula with the right syntax...I see it as being possible. Basically the health/structure remaining would be equal to the remaining damage, so you should be able to use the same formula, that the range to damage ratio would be using...Or at least I hope it can be...Question is I dont think you can decrease the damage done by damaging the health/structure, unless we can make a formula that can loop back the remainder to the range/damage line.
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September 30th, 2006, 10:32 AM
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Second Lieutenant
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Re: Modding SEV Thread Questions
What is the deal with the csf files? Will they be moddable by the players?
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September 30th, 2006, 11:17 AM
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Brigadier General
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Re: Modding SEV Thread Questions
The .csf-files are the compiled script files. You will be able to compile them with the included editor.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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September 30th, 2006, 11:32 AM
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Second Lieutenant
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Re: Modding SEV Thread Questions
Neat, what do the 2 that are there do now?
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September 30th, 2006, 12:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects.
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September 30th, 2006, 03:00 PM
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Captain
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Re: Modding SEV Thread Questions
I was taking a look at the data files again today, and was looking at the damage types.txt file. It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.
Damage Type Name := Skips Normal Shields
Description := Damage which skips normals shields but will be stopped by other kinds of shields.
Picture Number := 32
Cannot Penetrate Any Kind Of Shields := FALSE
Cannot Penetrate Any Kind Of Armor := FALSE
Number Of Vehicle Types := 0
Number of Shield Types := 1
Shield Type 1 Name := Normal Shields
Shield Type 1 Penetration Percent := 100
Shield Type 1 Damage Percent := 0
Number of Armor Types := 0
Internal Damage Percent := 100
Facility Damage Percent := 100
Population Amount Killed Per Damage Point := 0.25
Crew Amount Killed Per Damage Point := 0
Is Viral Weapon := FALSE
Number Of Special Effects := 0
Number Of Requirements := 0
Number Of Abilities := 0
With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well...
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