View Full Version : No self-destruct for weapons
Taz-in-Space
April 19th, 2002, 06:49 AM
I just tried out my new mod for weapons and found out that you can code for self-destructing weapons, but you do not get them to self-destruct
via the seIV combat routine.
I am assuming that the destroyed after use for the supply and movement components is handled by special routines not available to the combat engine.
Is that the only special ability not supported by the combat engine or are there others?
Is there any possibility that a future program update will address this oversight?
capnq
April 19th, 2002, 10:23 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Is that the only special ability not supported by the combat engine or are there others? <hr></blockquote>There are a number of things scattered through the data files that are placeholders for things that were considered but haven't been implemented. The Palace ability is the only one that immediately springs to mind; I'm sure the more experienced moddders will chime in here with others they've found.
Suicide Junkie
April 19th, 2002, 11:38 PM
The "Destroyed on use" ability only triggers when a ship is given the "Use X" order. Things like stellar manipulation and whatnot.
Weapons aren't "used", they're fired. http://forum.shrapnelgames.com/images/icons/icon7.gif
Arak Koba
April 20th, 2002, 06:59 AM
Palace ability?
Oh man! I sure hope Malfador doensn't plan to add some kind of 'corruption/waste' economy feature.
It has all but KILLED Civ3.
TerranC
April 20th, 2002, 07:37 AM
Well, from what I've heard, the palace facility is somewhat like the Proportions mod culture center but Much less expensive and less daunting, but still revered as one of principal buildings on your homeworld.
If it was destroyed, basically it means your whole council was destroyed and a big bummer for your whole population.
But since it was just a facility, it was easy to destroy and since you really can't say that if your palace was destroyed, your empire is still happy and dandy so they decided to cut it.
And another thing about giving independence to your colony worlds were dropped I think since we don't see it on the game.
BadAxe
April 20th, 2002, 02:49 PM
Maybe Civ3 is saved, a new patch, dated 4/19/02, lists this among its new features!
(I still prefer SEIV!)
Editor: Added a corruption slider to difficulty level page. It defaults to 100% for all difficulty levels.
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