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  #21  
Old December 6th, 2006, 10:53 PM

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Default Re: A new Modding challenge!

He used my positive values, which were INCREASING the damage by 90%.

Still, should have noticed that during the test PES.
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  #22  
Old December 6th, 2006, 10:58 PM
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Default Re: A new Modding challenge!

Well I was think more like a detailed explanation of what he implemented in the his TC based on the suggestions...

By the way good job all...I hope to use and abuse you all later as well...
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  #23  
Old December 6th, 2006, 11:43 PM
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Default Re: A new Modding challenge!

The final result is I now have the missile interdiction field working thanks to some great help! I would have noticed if the test ship was large enough to survive at least one hit by a 100 pt missile. But it wasn�t, that would be a DD and they come about till a higher level, which I did not set my tester to. Put another way when my ship went boom I just figured it was the same as SE4 mounts; 90% damage of a 100 means 90 not 190. Is that how the current mounts work? If so I will need to adjust the HAWK.

What is value 1 and 2 given 30 and 10 respectively?
Code:

Ability 1 Type := Component - Weapon To Hit Percent
Ability 1 Description := Improves chance for weapon to hit by +[%Amount1%]%.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 10
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Weapon Seeker Tonnage Structure Percent
Ability 2 Description := Improves durability by [%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 150
Ability 2 Amount 2 Formula := 0
Number Of Requirements := 2



1 = 33 and 2 equals 15?
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  #24  
Old December 7th, 2006, 01:18 AM
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Default Re: A new Modding challenge!

I see the ability Multiplex Tracking remains. Why legacy?
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  #25  
Old December 7th, 2006, 01:41 AM
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Default Re: A new Modding challenge!

Aaron doesn't have a copy editor to go through everything with a fine-toothed comb?
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  #26  
Old December 7th, 2006, 01:46 AM

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Default Re: A new Modding challenge!

Yeah, you want legacy go look at settings.txt.

Note- if this new component is a seeker, the first ability won't do anything; seekers never miss. If its NOT, the second won't do anything because no other weapons use that ability..
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  #27  
Old December 7th, 2006, 02:33 AM
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Default Re: A new Modding challenge!

You are right; I should have said something about that. The mount is for both. I just wanted to know what the results (in numerical value) would be. Besides I have decided to use to-hit formulas for seekers regardless. I am keeping hope that Aaron will adjust them one day (or version) so that they can have a chance to miss. Ha-ha-ha I know; I know anyway�. I have two sorts of missiles in use. Sprint (direct fire) can�t be stopped by PD and non-sprint (seeker) which can be stopped. Unless someone can suggest an alternate that doesn�t include creating a new vehicle I will have to stick with this system.
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  #28  
Old December 7th, 2006, 03:04 AM
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Default Re: A new Modding challenge!

Seekers do have ECM though I guess to protect them from PD I believe...
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  #29  
Old December 7th, 2006, 08:06 AM
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Default Re: A new Modding challenge!

If you want missiles with a chance to miss, why not use slow bolts?

Or directed torpedoes, if you want the chance to miss to be based on geometry, velocity and the weapon's turn rate.
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  #30  
Old December 7th, 2006, 10:12 AM
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Default Re: A new Modding challenge!

But it�s not just missiles with a chance to miss. Its missiles with a chance to miss and that P-D can shot down? I wasn�t aware that SE5 P-D could shoot Bolts or Torpedoes?
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