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  #71  
Old October 2nd, 2006, 01:52 AM
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Default Re: Modding SEV Thread Questions

2) Some of those damage types already exist. I don't think you can add such effects if they do not yet exist, though.

3) Sure, set the ability scope to system instead of object.

5) Yep. For an example, see my "mod out LCX as early warship" thread for a way to make a mount that applies to components with a specific ability.

6) Is there not a "Description_Abilities.txt" in the demo Data folder?
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  #72  
Old October 2nd, 2006, 03:49 AM
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Default Re: Modding SEV Thread Questions

No, the demo does not have the "Description_Abilities.txt" file.
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  #73  
Old October 2nd, 2006, 07:23 AM
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Default Re: Modding SEV Thread Questions

None of the Description_X files were included in the demo...
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  #74  
Old October 2nd, 2006, 10:48 AM
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Default Re: Modding SEV Thread Questions

In case you think squares are boring:
Attached Images
File Type: png 451082-Dlg_Combat_CommandBar_QuadMap.png (128.7 KB, 217 views)
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  #75  
Old October 2nd, 2006, 11:57 AM
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Default Re: Modding SEV Thread Questions

http://imagemodserver.mine.nu/other/...opModifier.zip

Type in whatever formula you want, and press go!
Automatically Generates the Population Modifiers for your settings.txt
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  #76  
Old October 2nd, 2006, 02:18 PM

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Default Re: Modding SEV Thread Questions

I remember reading that someone said that Ringworlds take up a ring of six inner hexes (or something like that) I think it may have been Cpt. Kwok.
Dear sir, I ask of you two things:
Is this, in fact, true?
Also, will I be able to create my own with user-defined shapes and sizes?
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  #77  
Old October 2nd, 2006, 02:46 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Modding SEV Thread Questions

If you want to take the time and effort to create the 3D images, I don't know why you couldn't mod the game to use them.

Building ring and sphere worlds is messy now. You have to make sure everything is out of the way. It won't build if there is anything in the space it will occupy (base, ship, unit, etc.) so one enemy ship or unit can hold up your gigantic construction project.
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  #78  
Old October 2nd, 2006, 03:49 PM

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Default Re: Modding SEV Thread Questions

I would think I could impliment them as far as the .x file goes, but I'm wondering about the actual hex space it will take. If I make an object, could I assign it to a 2x4 hex area? or, say, an L-shape? Anything like that?
This ringworld thing has me excited enough as it is.
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  #79  
Old October 2nd, 2006, 07:15 PM
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Default Re: Modding SEV Thread Questions

Things I found while going through the abilities section of main strings.txt:

Government Center -- Possible Palace type ability?
Multiplex Tracking -- Yes or No ??
Planet Colonize Type 4 and 5 -- There are only 3 in stock
Point Generation-Culture -- Is this morale or something else?
Warp Point - Periodic -- Sometimes its there, sometimes not?
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  #80  
Old October 2nd, 2006, 07:50 PM
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Default Re: Modding SEV Thread Questions

Quote:
Suicide Junkie said:
GGmod has that.

An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too.

Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install).

The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly).
And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful).
Oooo, that's nifty. I think I'll have to steal your idea, if you don't mind.
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