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  #1  
Old June 24th, 2003, 06:06 PM

Loser Loser is offline
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Default Troop Question

Quote:
from the FAQ
8.3.1 Range and fire rate does not matter for troop weapons. All troop weapons are assumed to be fired at range 1 and fire rate 1.(Quikngruvn, Foreman)
Does this remain the case? From those names I'd guess this was added to the FAQ long, long ago.

Is there a modder's FAQ somewhere that would tell what component types do and don't make a difference for Troops or is this something a modder just know, or finds out and just remembers?

[ June 24, 2003, 17:50: Message edited by: Loser ]
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  #2  
Old June 24th, 2003, 06:09 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Troop Question

It is still true.

I'm not sure if there is a list yet, but if you ask for particulars, you will get answers in minutes
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  #3  
Old June 24th, 2003, 07:32 PM
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Fyron Fyron is offline
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Default Re: Troop Question

If you go to SE4 Modding 101 Tutorial (in my sig) and then to the Abilities chapter (16), you will see that I have listed every ability and which files they are valid in. I will eventually get around to labeling which do not work on units and such.
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Old June 24th, 2003, 07:49 PM

Gryphin Gryphin is offline
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Default Re: Troop Question

Different Troop Question:
I noticed something.
You have to research Fighters to get
Small Combat Sensors

Questions:
1) Is that correct?
2) Do they help Troops?
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Old June 24th, 2003, 09:47 PM

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Default Re: Troop Question

Yes, what about Combat Sensors and ECM? Does it effect Troops?

And what about single-Weapon To-Hit bonus? Does that work for Troops or does it change all the Weapons on the Troop (and all thus all the Weapons on the whole dang stack)?

And Talisman? Does a component modded with the Talisman effect work on a Troop?

How about Emissive Armor?
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  #6  
Old June 24th, 2003, 10:45 PM
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Default Re: Troop Question

The best CS and ECM bonus from all of the troops you have on a planet affect all of the troops (just like sat stacks, fighter stacks, WPs, etc.).
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