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June 17th, 2004, 07:46 PM
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Lieutenant Colonel
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Adv. Modding Question
Alright I have already asked Fyron and SJ this on #se4 but they seem to be stumped and I don't believe there is a way to get this to work but I will ask it here anyways.
Is there a way to let a base use emergency propulsion without it being able to have engines.
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June 17th, 2004, 08:16 PM
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Captain
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Re: Adv. Modding Question
I would have to say no. If this were possible...we would have tug like usefulness for moving bases around a system.
Yet isn't there a mod that classes bases as ships...then it could use emergency propulsion...or do you need at least 1 engine to use the EP....?
Kana
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June 17th, 2004, 08:17 PM
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Lieutenant Colonel
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Re: Adv. Modding Question
Quote:
Originally posted by Kana:
I would have to say no. If this were possible...we would have tug like usefulness for moving bases around a system.
Yet isn't there a mod that classes bases as ships...then it could use emergency propulsion...or do you need at least 1 engine to use the EP....?
Kana
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You need at least one engine, when you try to set the number of engines to 0 it ends up being unlimited
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You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.
A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
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June 17th, 2004, 08:27 PM
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General
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Re: Adv. Modding Question
You could work out around this problem however, by making engines very, very big with a mount reducing its size. However, a ship with no engines cannot use the Emergency Propulsion, at least not in tactical movement. (You will use the component, but it won't do anything)
I am not sure what happens with very big ships requiring a lot of movement points to actually be able to move though... I will check it under a QNP mod. Who knows? Perhaps Emergency Propulsion works then, as you actually have an engine, albeit a useless one. Edit: Under Proportions, it didn't work at all. The ship will still not move if it has no movement point, even with Emergency Propulsion.
[ June 17, 2004, 19:33: Message edited by: Alneyan ]
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June 17th, 2004, 08:55 PM
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Corporal
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Re: Adv. Modding Question
Can you mod it so the base can't warp?
Can you give a negative number for engines?
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June 18th, 2004, 12:47 AM
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Lieutenant Colonel
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Re: Adv. Modding Question
Quote:
Originally posted by Combat Wombat:
Alright I have already asked Fyron and SJ this on #se4 but they seem to be stumped and I don't believe there is a way to get this to work but I will ask it here anyways.
Is there a way to let a base use emergency propulsion without it being able to have engines.
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Have you tried modding (Standard Ship Movement) to that Vehicle Hull or adding it to a (base only) Emergency Propulsion Component itself? However, in the latter it may be Similar to that of an engine, but it should work.
= = = = = =
Suggested:
The BASE itself would have a very high Engines Per Move := 99 or whatever you desire for your mod - in this way, regular engines will have little effect.
Requirement Max Engines := 1
And the modded (base only) limit to one Emergency Propulsion - (new) Component Add enough Standard Ship Movement to move that Base just enough to engage the Stellar Manipulations device or just to have it move a sector or two, if this is what you want
[ June 18, 2004, 02:02: Message edited by: JLS ]
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