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March 25th, 2005, 10:13 AM
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Sergeant
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Location: Indianapolis
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Need some help on component design.
I'm trying to make a component that is a one time repair item for a vehicle. Only problem is that it either is repairing itself or not being destroyed after use. If anyone has an idea about what I could do to make the component work like I want it too I'd apreciate it.
Also, I'm making it a nano technology, but I can't think of anything else I can make to fit into the same area.
Any suggestions?
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March 25th, 2005, 10:25 AM
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Shrapnel Fanatic
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Re: Need some help on component design.
Try Adding the Destroyed Upon use ability to it. Look in the ability.txt files for abilities that you can use.
Nano - Tech, don't know what to tell you other than add mounts to reduce size of crap.
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March 25th, 2005, 10:33 AM
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Sergeant
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Re: Need some help on component design.
I did add the Destroyed upon use ability, but as I said above, either the ability isn't triggering or they are repairing themselves before they repair items higher on the priority list.
I think it is more likely the first thing though.
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March 25th, 2005, 11:14 AM
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Sergeant
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Re: Need some help on component design.
If it helps here is the exact ability text I am using.
Number of Abilities := 2
Ability 1 Type := Component Repair
Ability 1 Descr := Can repair 5 components per turn.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
This should be working correct?
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March 25th, 2005, 11:31 AM
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Major General
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Re: Need some help on component design.
You could cheat a little, and use drones. Those self-destruct when their supplies are used up. Just launch a few of those drones with repair abilities, and it'll patch you up a little, then go boom.
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March 25th, 2005, 12:23 PM
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National Security Advisor
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Re: Need some help on component design.
Ashton's idea is plausible. Design a specific repair component that takes up a whole drone (with "bridge" ability as well) and have it's supply storage equal to the default per turn usage of drones in setting.txt - this should allow the drone to exist for a single turn only.
Destroyed on use will not work, it only works with components that are activated by menu buttons.
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March 25th, 2005, 01:09 PM
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Shrapnel Fanatic
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Re: Need some help on component design.
Giving the drones a set of one-turn-worth supply storage components and a set of smaller, one repair-per-turn repair bays is a nice alternative too.
The player then has to decide whether they want to design a drone that can repair 2 per turn for just two turns, or a drone that can repair 1 component per turn for 6 turns.
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March 29th, 2005, 04:43 AM
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Major General
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Re: Need some help on component design.
Just watch out with drones; if you've got a number of them in a sector repairing a ship and an enemy attacks, the drones will ram the enemy unless specified otherwise. You could lose an extra, say, 10 comps repaired if the drones ram the enemy.
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March 31st, 2005, 03:47 AM
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Corporal
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Re: Need some help on component design.
Right! But, if you tell the drone to be on "don't get hurt" strategy, I think it will avoid conflicts and stay alive.
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