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  #1  
Old October 26th, 2006, 05:35 PM
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Default Units and Abilities

Is it possible in SEV to create units with abilities that get aplied to the ship that is carrying them? I know that in SEIV this is not possible, but maybe in SEV....

An example would be an unit that gives a +5% firing accuracy or something like it....
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Old October 26th, 2006, 05:43 PM

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Default Re: Units and Abilities

Not sure on that exactly but I did see in the data files that you can specify that a unit in cargo can fire in space combat.
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Old October 26th, 2006, 05:48 PM
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Default Re: Units and Abilities

But beyond firing, would it be able to add abilities to the ship itself? Like combat modifiers, maybe regeneration capabilities, and so on?

My idea is to create (mod) a "captain/engineer/specialist" unit that would be carried in a ship and add abilities that increase the combat capability (and maybe other characteristics) of a ship...

So you could have captains, enginners and specialists that could be "trained" in planets without spaceyards that would make your ships more useful...

No idea how to make the AI use them though...

BTW: i�m only with the Demo so far, so i can�t test anything about this in the full game yet...
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Old October 26th, 2006, 05:57 PM
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Default Re: Units and Abilities

Take a look at VehicleUnitTypes.txt.
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Old October 26th, 2006, 06:01 PM

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Default Re: Units and Abilities

I think the answer is yes, note the third from the bottom:

Unit Capabilities:
Can Communicate
Can Be Launched Into Space
Can Be Recovered From Space
Has Spaceyard Capability
Can Be Sector Obscured
Can Obscure Sectors
Can Be Scrapped
Can Be Mothballed
Can Be Unmothballed
Can Be Deconstructed And Analyzed
Can Be Retrofitted
Detonates When Enemy Near
Has Facing
Can Use Warp Points
Can Be In Fleet
Shares Supplies In Fleet
Can Fire Into Space From Planet Surface
Can Fire Into Space From Ship Cargo
Takes Part in Ground Combat
Can Self-Destruct
Can Be Fired On And Destroyed By Owner
Can Be Transferred While In Cargo
Cannot Be Controlled By Player Once Launched
Seeks Towards Target And Rams
Cannot Move And Tracks Target
Can Be Dropped For Ground Combat
Can Be Boarded And Captured
Hidden in Combat
Abilities Added To Parent When In Cargo
Does Not Require Supplies
Cannot Be Hit By Mines
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Old October 27th, 2006, 01:05 AM

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Default Re: Units and Abilities

Wow, units can have spaceyards......imagine the possibilities.....can obscure sectors.....am I thinking a unit can "hide" a fleet with this ability? (thinks of the vorlon fleeting hidden in hyperspace on b5)...can be boarded and captured....but can't board?
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  #7  
Old October 27th, 2006, 01:33 AM
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Default Re: Units and Abilities

Talk about pandora's box...

Open the armored personell transport and Voila! An aircraft carrier and all the trimmings!

Hmm...imagine how many slices of pie one could stash away out of wifely view that way...
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Old October 27th, 2006, 04:07 AM
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Default Re: Units and Abilities

Quote:
Lord_Shleepy said:
Talk about pandora's box...

Open the armored personell transport and Voila! An aircraft carrier and all the trimmings!

Hmm...imagine how many slices of pie one could stash away out of wifely view that way...
This is the only downside of units having access to a wealth of abilities...something modders will have to take into consideration when making their mods...
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Old October 27th, 2006, 04:23 AM
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Default Re: Units and Abilities

*tries really hard to see a wealth of abilities as a downside*
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Old October 27th, 2006, 04:37 AM
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Default Re: Units and Abilities

Quote:
Imperator Fyron said:
*tries really hard to see a wealth of abilities as a downside*
True Dat...QFE
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