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  #81  
Old October 3rd, 2006, 07:08 PM
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Default Re: Modding SEV Thread Questions

Are there any high and/or low number restrictions in any of the fields?

In SEIV, there was the 65000, 255, and not less than 1 or a fraction problems. What is possible in SEV? Can I have numbers less than 1? Fractions? What is the largest possible number?
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  #82  
Old October 3rd, 2006, 11:53 PM
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Default Re: Modding SEV Thread Questions

I've heard that SE5 uses 32bit instead of 16bit strings, so the ~65000kT limit is effectively limitless. The number of systems is still limited to 255. As for fractions....I've seen a variety of numbers in the data files represented as decimals, but I don't know which fields you can use them for and which you can't.
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  #83  
Old October 4th, 2006, 03:39 AM
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Default Re: Modding SEV Thread Questions

A lot of places will accept decimals, but some still use ints. The armor penetration in damagetypes.txt, for example, treats all decimals as a flat 0.
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  #84  
Old October 4th, 2006, 04:51 PM
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Default Re: Modding SEV Thread Questions

Abilities Added To Parent When In Cargo

This is attached to the Weapon Platform code in the Vehicle Unit Type.txt file. Now I assume this allows the WP to fire from the cargo space of a planet. Yet this doesnt seem specific, so if you loaded these on a cargo ship...

Could the WP fire from the cargo bays during space combat?
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  #85  
Old October 4th, 2006, 04:58 PM

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Default Re: Modding SEV Thread Questions

Doesn't seem to work. If that ability works for ships I haven't found the way to make it work.
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  #86  
Old October 4th, 2006, 05:12 PM
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Default Re: Modding SEV Thread Questions

Weapons fire is not an "ability"; it is a special attribute. A proper test would be to give troops this capability, then see if loading troops with Small Combat Sensors onto a ship increases the ship's to-hit. Of course, since to-hit isn't actually displayed anywhere in the UI, you'd have to get some pretty powerful combat sensors on your troops for testing purposes, but this is a useful idea for modding in "hero" units - give them an exorbitant build and/or maintenance cost and presto!
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  #87  
Old October 4th, 2006, 05:26 PM

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Default Re: Modding SEV Thread Questions

True. However this IS an ability for that..
Can Fire Into Space From Ship Cargo

which is what I tested..
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  #88  
Old October 5th, 2006, 11:06 PM
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Default Re: Modding SEV Thread Questions

Ed, a fun technology would be genetic engineering. I've often thought it would be nice to be able to "engineer" subraces that do well with different atmospheres, etc. but the game just doens't support that.

However engineering individuals for specific occupations (ie super gunners with genetically engineered depth perception = better sensors, or super pilots with genetically improved spacial relations = better ECM) would be interesting.

Could you make units that have non-combat values and put them "in cargo" on a planet as governors?
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  #89  
Old October 7th, 2006, 09:39 AM

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Default Re: Modding SEV Thread Questions

About sensors and cloaking, is there really now only one kind of cloaking/sensors ?
I mean compared to SEIV were you could mod 5 classes of cloaking/sensors...
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  #90  
Old October 7th, 2006, 10:10 AM
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Default Re: Modding SEV Thread Questions

Quote:
Elsemeravin said:
About sensors and cloaking, is there really now only one kind of cloaking/sensors ?
I mean compared to SEIV were you could mod 5 classes of cloaking/sensors...
But in fact the 5 sensors in SE IV did all the same. You could mod them a little bit to make them more useful in combination but it was not a big deal.
I will be happy with only one sensor/cloaking type, if (and that is a big if) we can make range dependent.
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