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  #11  
Old June 28th, 2003, 06:03 AM

tesco samoa tesco samoa is offline
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Default Re: Modding Limitations: Things needed for Next Patch

the ablility to add cloaking etc...
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #12  
Old June 28th, 2003, 06:11 AM
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Fyron Fyron is offline
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Default Re: Modding Limitations: Things needed for Next Patch

You can add all relevant abilities to them. You can add cloaking to them, which functions exactly like it does on other stellar objects; it cloaks everything else in that sector. You can not have them be invisible, but that is a slightly different issue.

[ June 28, 2003, 05:12: Message edited by: Imperator Fyron ]
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  #13  
Old June 28th, 2003, 07:19 AM

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Default Re: Modding Limitations: Things needed for Next Patch

More granularity in the special weapons types.

For instance, right now you don't have a choice whether or not your Engine Damaging weapons skip shields. Maybe I'd like some variety, and have some that do skip shields and some that don't. I think that the "damages engines" flag should be seperate from the "skips shields" flag.

Of coarse, this isn't limited to just Engine destroyers. Weapon destroyers, Computer destroyers, etc. all are hard coded whether or not they skip shields. Seperate those two abilities, please.
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  #14  
Old June 28th, 2003, 07:30 AM

tesco samoa tesco samoa is offline
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Default Re: Modding Limitations: Things needed for Next Patch

indeed as you knew what i was saying
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #15  
Old June 28th, 2003, 08:59 AM
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Default Re: Modding Limitations: Things needed for Next Patch

I don't want to discourage anybody, but I am afraid these ideas will be only for SE V because I doubt very much there will be any further patch for SE IV.
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  #16  
Old June 28th, 2003, 09:28 AM

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Default Re: Modding Limitations: Things needed for Next Patch

Q, you're being a bit too pessimistic.

http://www.shrapnelgames.com/cgi-bin...;f=23;t=009392

scroll down to the post by Geo. No gurrentees, but its possible.
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  #17  
Old June 28th, 2003, 10:21 AM

Taera Taera is offline
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Default Re: Modding Limitations: Things needed for Next Patch

flags! thats what we need!
SKIPS SHIELDS : YES/NO
SKIPS ARMOR : YES/NO
and whatever else is, we need FLAGS! lol
*waves a flag around*
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  #18  
Old June 28th, 2003, 12:34 PM
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Default Re: Modding Limitations: Things needed for Next Patch

Quote:
Originally posted by Phoenix-D:
Q, you're being a bit too pessimistic.

http://www.shrapnelgames.com/cgi-bin...;f=23;t=009392

scroll down to the post by Geo. No gurrentees, but its possible.
I would love to be wrong!!
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  #19  
Old July 7th, 2003, 12:32 AM

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Default Re: Modding Limitations: Things needed for Next Patch

Try this for Federation ships add Medical Bay, Launch/Recover Fighters and Cargo Storage ability to VehicleSize File.

eg
Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 200
Cost Minerals := 200
Cost Organics := 200
Cost Radioactives := 100
Engines Per Move := 1
Number of Tech Req := 2
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Federation Technology
Tech Level Req 2 := 1
Number of Abilities := 4
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := 40% harder to hit in combat.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Ability 2 Type := Medical Bay
Ability 2 Descr := Cures level 1 plagues.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Launch/Recover Fighters
Ability 3 Descr := Can launch and recover fighters.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 4
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 90kT worth of cargo space.
Ability 4 Val 1 := 90
Ability 4 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 2
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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  #20  
Old July 7th, 2003, 01:50 AM

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Default Re: Modding Limitations: Things needed for Next Patch

Hello everyone, Been a long time.
Atrocities i enjoy the AST mod,its great keeps me coming back for more while selecting other teck trees bajorin +federation etc.Was also hoping too play Capt kwoks Mod too, untill bad luck happen .

3 Things needed for next patch are:

1)INTELL > Expand Ais Intell reponses trade solutions/ treaty.
1a) INTELL > Add % to field on the (Active Intell Project) menu (Note; This will give the HUMAN player empire,the choice of using offensive/defensive projects strength) .
2) Event Tab > Will show a list report to Human player of location and times of all severity events reported in past,present,Planet/Sun will explode year????.
3)A peace treaty to cancel war and set current treaty to 'none'.Note:Once you go to war with any AI empire, you can never make peace again or any other treaty.
Any comments on these Improvments?
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