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  #21  
Old December 13th, 2005, 01:35 AM
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Default Re: Combining Mods

*Turin glances over at Fyron and they roll their eyes simultaneously whilst muttering something about the futility of post-counts.
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  #22  
Old December 13th, 2005, 03:29 AM
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Default Re: Combining Mods

/me burns to ash.

/me floats around.
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  #23  
Old December 18th, 2005, 10:16 PM

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Default Combining Mods

By the way... Anyone knows if there is a newer version of AIC mod than the v4.191a that I have? If the answer is positive, where can it be obtained?
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  #24  
Old December 18th, 2005, 10:24 PM
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Default Re: Combining Mods

You've already got the last release, but in general you can stop by http://www.spaceempires.net and check the downloads section. Fyron tends to have most mods available for download there.
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  #25  
Old December 20th, 2005, 10:49 PM

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Default Combining Mods

Thanks Capt Kwok, I will do so...

Another question: Is there a size limit for the data files?

In the case of CompEnhancement.txt, I reached a very definite limit, when I added one more mount data, it was not read by the program. It was simply like it was not there... I checked and it was not the known "double blank line" problem...
Maybe is it a mount quantity limit or a file size problem?
I expanded this file to 208 Kb aprox. On the other hand, my Components.txt file exceeded 2 Mb without a problem.
Some knowledge anyone?
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  #26  
Old December 20th, 2005, 11:01 PM
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Default Re: Combining Mods

Components.txt is known to not take more than 64k components (65536). But that will run you over 50 megs worth.

You should definitely avoid too many mounts just for playability reasons. Too many means its really hard so sort through them when designing a ship.
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  #27  
Old December 21st, 2005, 01:43 AM
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Default Re: Combining Mods

You can only have 255 mounts. From my experience, the extra mounts are actually read, and offset what is displayed in mount information and which mount is actually applied. Its like part of the code keeps reading the new mounts, but resets back to the first one for where it writes information in memory... most peculiar. But yeah, don't use more than 255 mounts.
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  #28  
Old December 22nd, 2005, 11:53 PM

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Default Combining Mods: Fighter Propulsion Questions

Hi again!

Now is for some Fighter propulsion tech questions:

I would like to mod fighters with tactical combat movement only. My idea is that fighters can go from earth to moon, but if you want to send them from earth to a base in one of Jupiter's moons, you have to use a Carrier or a Transport to take them where you need them. So it comes...

Is there a way to limit fighters to combat movement only, but still use a QNP system for them. I saw the Data files from AI Camp Mod (where it is said that fighters lack "strategic" mobility) and the fighter engines comps have the "generate standard ship movement" ability but they seem to be very low values. Is there a way?

In case I am stuck with using the "combat movement point" ability only (which are absolute values and don`t combine with the "Engines per move" value) I have a question:

The comps with "combat movement point" ability dont add they values as long as they are from the same comp family?
Do two comps from different families add those values (example: An engine combined with an afterburner comp). I was a long time out of SE4 universe and my knowledge is a bit rusty.

In case it is not possible to use tactical movement fighter with QNP system I think it is still posible to simulate a similar sistem using various engines sizes combined with specific mounts for each fighter hull size. Another question is: This (I think), will render every fighter a single engine one. That would be no problem as a two engined fighter is no more "survivable" as a sigle engined one, because if I remember correctly, fighters are totally destroyed in combat when hit, and not partially damaged in part of its components. Is this true or am I wrong?


I would really appreciate some help here!
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  #29  
Old December 23rd, 2005, 12:40 AM
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Default Re: Combining Mods: Fighter Propulsion Questions

"The comps with "combat movement point" ability dont add they values as long as they are from the same comp family?"

Only the best is used.

"Do two comps from different families add those values (example: An engine combined with an afterburner comp). I was a long time out of SE4 universe and my knowledge is a bit rusty."

No. Only the best is used, irregardless of family numbers. You'll have to use different sized/ability components. Since they do not stack, there is no reason to use mounts. It will only increase design time. Just make sure that the components are clearly labeled as "only best is used, no stacking."

"fighters are totally destroyed in combat when hit, and not partially damaged in part of its components."

I'm not sure if this is what you meant, but... Fighters do take partial damage, and are not destroyed in a single hit. There is no damage to components for any type of units, just an overall hit point amount, and a shield point amount.
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  #30  
Old December 23rd, 2005, 02:15 AM

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Default Combining Mods: Fighter Propulsion Questions

So, this confirms that it is not posiible to use QNP engines components for fighters and besides restrict them to tactical movement only? In others words, if a unit has a comp with the ability "generate standard movement points" it WILL move in the "strategic" (star system) space, there is no way to prevent this?
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