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January 12th, 2007, 01:48 AM
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Re: QNP mk 2
I'm not calculating the tonnage at all. What I'm doing is throwing in Standard Move to every component. So every component has something like this:
Code:
Ability 2 Type := Movement Standard
Ability 2 Description := Generates [%Amount1%] standard movement.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -X
Ability 2 Amount 2 Formula := 0
Where X is the tonnage /10.
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January 12th, 2007, 01:52 AM
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Re: QNP mk 2
I take it you don't plan to use any anti-engine weapons? What does stock call them? Found it; Ionic type weapons.
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January 12th, 2007, 02:00 AM
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Re: QNP mk 2
Simple! Ask MM to change the movement code not to recognize negative numbers anymore! This will then work fine in the next patch, especially if you can require ships to have positive movement. 
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January 12th, 2007, 02:04 AM
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Re: QNP mk 2
You can do that, I think.
I just have this suspicion if I bring this up he'll patch it so negative numbers aren't recogonized at all and blow the whole concept. 
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January 12th, 2007, 06:12 AM
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Re: QNP mk 2
Such a system would result in something very unlike QNP...
You're doing subtraction by mass instead of division by mass.
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January 12th, 2007, 02:26 PM
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Re: QNP mk 2
The end result is the same, if you balance the subtraction correctly. Its just a little more flexible when it comes to not having the ship all the way full. (though it would always have the side effect of a badly damaged ship getting a little faster..)
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January 12th, 2007, 02:54 PM
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OT For just one thought...
Going off topic for just one thought. If we had something like [%String#%] we could deliver variable messages in components like this:
Code:
Ability 1 Type := Description Only
Ability 1 Description := [%String1%]
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := iif(GETL("X") = 1, "You get this message", "Otherwise you get this")
Ability 1 Amount 2 Formula := 0
Now that would be cool! 
I did try this using [%Amount1%] but it would only return a zero. Gee, what a surprise that was... 
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January 12th, 2007, 03:16 PM
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Re: OT For just one thought...
Aaron's still got alot of work to do to improve modding possibilities. There's shortages and inconsistencies everywhere, which is sort of annoying. Feels very unfinished.
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January 12th, 2007, 06:41 PM
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Re: QNP mk 2
Subtraction is nothing like division, PD.
They rapidly diverge.
I'm not saying it can't be a useful mechanic, just that it isn't going to be QNPish.
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January 12th, 2007, 08:26 PM
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Re: QNP mk 2
That's what I get for doing the math wrong.  I had the division step in there and it doesn't take effect in game for reasons that should have been obvious.
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