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  #1  
Old October 8th, 2006, 04:21 PM

Elsemeravin Elsemeravin is offline
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Default SE-5 : Batteries & weapons

Just got 2 other ideas for weapons:

1] Batteries and electric weapon
One weapon which damage depends on the number of undamaged batteries onboard.

Weapon Space Min Damage Modifier Formula := iif([%Range%] > 80, (20 (([%Level%] - 1) * 5)) * ( Get_Design_Ability_Component_Count("Battery") ), 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] > 80, (20 (([%Level%] - 1) * 5)) * ( Get_Design_Ability_Component_Count("Battery") ), 0)

And one or more Battery component having battery ability (can we add new abilities?)

This way the one or two weapon can be improve by the battery system without increasing the number of weapon, which is good for a Capital ship beam aimed at destroying big ships (and that should not be wasted on smaller ships).

2] A bit the same idea but this time a weapon whose power is increase by the number of such weapons present onboard (can be made the same way).

I wish I had the release game now to test that...

Do you think this could work and be usable ?
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  #2  
Old October 8th, 2006, 04:34 PM

Jarena Jarena is offline
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Default Re: SE-5 : Batteries & weapons

I had this idea, too, and asked about it earlier but recieved no answers. Is Get_Design_Ability_Component_Count("Battery") ) valid?
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Old October 8th, 2006, 04:37 PM

Phoenix-D Phoenix-D is offline
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Default Re: SE-5 : Batteries & weapons

Get_Design_Ability will probably only work for the pre-set abilites like Point - Defense, Combat To Hit Defense, etc. BUT! There are ~20 AI flag abilities which you could use for this purpose. Just give the battery component an AI flag, then instead of "Battery" put "AI Tag 01"

Check out Fyron's LCX mod as an example of that.
http://www.shrapnelcommunity.com/thr...7917&Forum=f23
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  #4  
Old October 8th, 2006, 06:17 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: SE-5 : Batteries & weapons

The idea is awesome. It reminds me of old pirate ship duels.
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  #5  
Old October 8th, 2006, 08:50 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SE-5 : Batteries & weapons

You can't add new abilities, but you can just (ab)use the AI Tag ## ones.

The main problem will be in when SE5 recalculates that function (it isn't very often)
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  #6  
Old October 8th, 2006, 09:18 PM
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Kana Kana is offline
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Default Re: SE-5 : Batteries & weapons

You say we cant add new abilities, but we can add AI Tag's?

Do the AI tags act like 'abilities'?

If so, then we can add new abilities...
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  #7  
Old October 8th, 2006, 09:26 PM

Phoenix-D Phoenix-D is offline
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Default Re: SE-5 : Batteries & weapons

They act like abilities but they're finite in number.
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  #8  
Old October 8th, 2006, 09:42 PM
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Default Re: SE-5 : Batteries & weapons

I think there is a semantic misunderstanding. You can not add any AI Tags. 20 such abilities are already defined by the game engine. You can use them, but you are not adding any new abilities by doing so.
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Old October 8th, 2006, 09:56 PM
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Default Re: SE-5 : Batteries & weapons

You might be able to just make up names though for abilities. Blank abilities and the like are read by the game and can be used to add descriptions. I wonder if it might go one further and you can just create a fake name and reference that in other data files. I can test it out I guess.
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Old October 9th, 2006, 12:04 AM
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Default Re: SE-5 : Batteries & weapons

Well we were supposed to be able to make our own damage types, but I guess that is just in how we define/use formula of pre-existing damage types...I dont see how we can make our own abilities?

Would be nice for modding...

So if I remember the use of AI Tags from SEIV, its just a coded device to trick the AI into doing something within the game, that in stock it isnt already doing...?
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