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  #1  
Old December 6th, 2006, 04:07 PM
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Default A new Modding challenge! Now on to Part 2!

Here is the challenge. I want to create a manner by which a ship will receive normal (read 100%) damage from certain weapons when there is at least one engine (read Movement Standard) working. Now when there isn’t a working engine I want those weapons to inflict 1,000% damage! I have been working on this for two days now; tried everything I could think of; threw everything but the kitchen sink at it. I even wrote Aaron asking him! He hasn’t had a chance to reply yet but I would still like to get input on this.
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  #2  
Old December 6th, 2006, 04:10 PM
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Default Re: A new Modding challenge!

Hm. This is too much of a challenge for me. Fyron will probably solve it.
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  #3  
Old December 6th, 2006, 04:18 PM
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Default Re: A new Modding challenge!

Step 1:
Remove all shields from your game

Step 2:
Give engines 1 point of shield generation.

Step 3:
Edit the damage types as follows;
- 10% penetration on shields.
- 0% damage to shields
- 1000% damage to armor and internals
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Old December 6th, 2006, 04:21 PM

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Default Re: A new Modding challenge!

That's actually fairly easy. Just attach this to your engine:

Ability 1 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 1 Description := Reduces damage from (weapon type) by 90%
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := -90
Ability 1 Amount 2 Formula := "Energy Beam"

and change "Energy Beam" to the delivery type of your new weapon. You may need to make a new delivery type to prevent it from affecting other weapons, and I'm not sure if this affects shields/armor or just internals.

EDIT: fixed sign typo.
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Old December 6th, 2006, 04:36 PM
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Default Re: A new Modding challenge!

@ SJ: I thought of the shield idea but there are many reasons why it wouldn’t work.
@ Phoenix-D: That’s close but not there yet. Can it be worked if (1) I give those weapons the AI tag 02? And (2) can I reverse it so that instead of reducing the damage by 90% it increases the damage by 1000%. Not as easy as you first thought?
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Old December 6th, 2006, 04:50 PM

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Default Re: A new Modding challenge!

PES, that is applied to the *engines*, not the weapon. So you multiply your weapon damage by 10 and it works out the same.

Say it does 100 damage default. You make that 1000.

That 1000 hits a ship with an engine, gets down-rated to 100. When it hits a ship -without- an engine, it does full damage.

No AI tags needed.
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Old December 6th, 2006, 05:35 PM
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Default Re: A new Modding challenge!

Might need to give the damage type 10% damage to shields too, depending on just how the ability you are giving the engine applies to shield hits.
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  #8  
Old December 6th, 2006, 05:49 PM
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Default Re: A new Modding challenge!

That still won’t work Phoenix-D. I think what you are missing is what is going to happen to all the non-engine components that are hit. They will sustain 100 pts of damage. The idea is that damage will only be 10 pts as long as a single engine survives. In other words let’s say I have a ship with two engines, two cargo bays, and a bridge.
Outer Hall:
Engine, Cargo Bay, Cargo Bay
Inner Hull:
Engine, Bridge

Our first missile comes in and hits the engine (if we are lucky since it is random) we now have this:
Outer Hall:
<Destroyed>, Cargo Bay, Cargo Bay
Inner Hull:
Engine, Bridge

Now what happens when our second missile hits? Right 100 pts of damage is scored taking out our two Cargo Bays (10 pts each) leaving 80 pts of damage transferred to the Inner Hull (100-20=80) which in turn is reduced by our Engine to 8 pts (80*90%=72 and 80-72=8) of damage on our single engine.

The damage to anything should be (in the case of missiles) 10 pts including shields. Any item on a ship which lacks an interdiction field (created by an undamaged engine) and a shield, and is hit by a missile will receive the damage of the missile times 10. Follow? In sequence:

1) Apply damage all shields at normal rate
2) Does unit have Interdiction Field? YES = damage armor normal: NO = Damage armor *10.
3) Does unit have Interdiction Field? YES = damage outer hull components normal: NO = damage outer hull components *10.
4) Does unit have Interdiction Field? YES = damage inner hull normal: NO = damage inner hull *10
5) Unit is dead!

Just in case that is confusing remember that an engine in the Inner hull will cause steps 2 and 3 to be yes. The question is “Does unit have Interdiction Field?” Don’t confuse that with does it have a field in this hull area. Tough yet?
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Old December 6th, 2006, 05:57 PM

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Default Re: A new Modding challenge!

No, actually they won't. That ability applies to the entire ship as long as the component carrying it is up.

So: 100 damage hit, engines survive: 10 points of damage applied.
100 damage hit, engines do NOT survive: 100 points of damage applied.
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  #10  
Old December 6th, 2006, 06:07 PM
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Default Re: A new Modding challenge!

Not working, the ship is taking 100 pts of damage engines or not.
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