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  #21  
Old October 9th, 2006, 09:53 AM
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Default Re: SE-5 : Batteries & weapons

zomg look at all the scopes
So you mean you could actually make an ability which, say, affected ships belonging to all other empires within 20 lightyears on the system map using "System Range - All But This Player" I wonder if that one actually works
I wonder what's with all the minuses... research and intel point generation abilities have no proper ability name?
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  #22  
Old October 9th, 2006, 11:04 AM
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Default Re: SE-5 : Batteries & weapons

And I don't even think that list is complete...
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  #23  
Old October 9th, 2006, 01:29 PM
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Default Re: SE-5 : Batteries & weapons

Wow, it's absolutely wonderful how moddable SEV is, the vast possibilities available in the data files!

It's great that we can now have system gravitational shield facilities that stop other empires from using stellar manipulation, but doesn't stop your own empire. In SEIV we had to use the gamey tactic of scrapping our own facility whenever we had to create our own warp points, and then quickly building another one that we had on a suspended build queue.

By the way, in SEV do we have the ability to turn on and off these abilities without having to scrap and rebuild the facility each time?
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  #24  
Old October 9th, 2006, 02:18 PM

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Default Re: SE-5 : Batteries & weapons

Quote:
Imperator Fyron said:
There is no abilities file attached to this post. Move along, nothing to see here.
It would be nice if there would be no formula list attached to your next post !
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  #25  
Old October 9th, 2006, 03:26 PM

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Default Re: SE-5 : Batteries & weapons

This is excellent. Ah, so many possibilities with these (and hopefully by 6pm tonight I'll be able to try to test them)
Thanks, Fyron.

Also: Thanks Phoenix, I see what you're talking about. I'll start messing around with it tonight if my copy's in.
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  #26  
Old October 9th, 2006, 03:48 PM
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Default Re: SE-5 : Batteries & weapons

So, would this possible or not ?
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  #27  
Old October 9th, 2006, 03:50 PM

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Default Re: SE-5 : Batteries & weapons

It should be but I have no way of testing it.
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  #28  
Old October 9th, 2006, 05:23 PM
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Default Re: SE-5 : Batteries & weapons

I guess maybe I'm unclear on what you consider a damage type?

To me it seems something that does something specific, or targets something specific. Like Boarding Parties because of Boarding Attack ability. Or something like Crew Conversion, which has the the ability Change ownership. I'm just curious if we actually create some thing like deadly jello, that makes you fat, or something...can you code that in, or are you just using what is already coded to 'simulate' this effect...

A damage type is an effect like fire, acid, lighting, conversion, what have you. Plus how that effect does the damage to the ship. As for the batteries powering the weapon that isnt a different damage type, and I think Phoenix may be on the right track, would be nice if it does really work.

Also thanks for the list Fyron...
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  #29  
Old October 9th, 2006, 05:43 PM

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Default Re: SE-5 : Batteries & weapons

Quote:
Kana said:
Also thanks for the list Fyron...
Which list ? I haven't seen no list ..
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  #30  
Old October 9th, 2006, 05:48 PM
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Default Re: SE-5 : Batteries & weapons

Damage types are specifically defined as those things which are defined in Damagetypes.txt.

Same as in SE4, for the most part.
Quad To Shields is a damage type.
Only Engines is a damage type.

"Deals 50 damage, minus 10 per unit distance" is not a damage type.
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