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June 17th, 2004, 07:46 PM
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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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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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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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June 17th, 2004, 08:27 PM
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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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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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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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June 18th, 2004, 04:28 AM
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Sergeant
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Re: Adv. Modding Question
No go. Just tried several permutations with a variety of abilities. I tried using fractional QNP, adding standard move of zero, adding 1 standard move and subtracting 1 bonus/extra move and even tried negative movement (which resulted in bases with a move of 255), all on the hull, all trying to add movement to a base without actually allowing it to move. All for nought though. Emergengy propulsion will not work without at least 1 move already on the base. Note that this works the same for ships as well. If you have a ship with no engines (and hence no move) emergency propulsion is equally useless.
The EP is only effective if the base already has 1 move. Doesn't seem to be any way around it.
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June 18th, 2004, 09:40 AM
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Lieutenant Colonel
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Re: Adv. Modding Question
I may of misunderstood, I thought CW wanted at least one move - but not with the obligation of increasing that one move when higher level Engines are available thru Propulsion advances.
[ June 18, 2004, 08:41: Message edited by: JLS ]
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July 3rd, 2004, 09:01 AM
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Corporal
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Re: Adv. Modding Question
um no experience with this but
why not make a new type of engine defined as base engine maybe huge size or something
if you really want to slow down the base then just make it destroy on use thus the base has to have a repair bay or ship yard and con only move once every 2 turns
example idea
base1
base engine 1 size 40 move standard 1 destroyed on use
repair bay size 150
turn one move one turn two repair engine turn three etc
next point i seem to have read about some requirements that can be set into a hull or item sorta like racial or such
or specific sizes required for some components so allow only size 40kt engines in the hull
edit oh almost forgot the base engine is a new tech that becomes available to research at say tech level 3 or 6 or some such that way once its discovered its researched and viola no more increases as you just make it a one step rersearch tree and since its separae from regular engines it doesnt increase in any automatic way
oh and swho in their right mind would even try to put a 40 kt self destructive engine in a ship hmmm?? when 10 kt engines are available
rational for the engines
1 their station keeper engines running at overload that have to be stopped and refurbed each month of operation on overload
why does the engines take up so much room well the mod to allow the movement required massive amounts of reinforcement to the station otherwise the station would tear itself apart durin movement
example a tinker toy model of a space station then tie a string to a central strut and swing it around you head for 10 minutes as fast as you can to simulate the structural stress of a engine pushing on that one strut (make sure no one is around or they have armor on )
[ July 03, 2004, 08:13: Message edited by: psimancer ]
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August 17th, 2004, 09:01 AM
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Corporal
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Re: Adv. Modding Question
did anyone ever do anything with this?
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