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Posts Made By:
Phoenix-D
Forum:
SEV Modders Knowledge Base
January 15th, 2007, 02:04 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding SEV Thread Questions
Settings.txt has all the base maintenance rates, as well as the basic build rate.
Forum:
SEV Modders Knowledge Base
December 4th, 2006, 07:48 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Distance Increments?
Which means that a CSM fired from a laucher heavier than most current navy ships has less range than the missiles those ships carry..
Forum:
SEV Modders Knowledge Base
December 4th, 2006, 07:10 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Distance Increments?
Don't even try to make sense of the numbers. It'll break your head. http://forum.shrapnelgames.com/images/smilies/happy.gif Example: a frigate moving at 12 KM/s will, in reality, cross a LS in 25,000...
Forum:
SEV Modders Knowledge Base
November 16th, 2006, 08:24 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
On 2 and 3: you realize you can use iff statements in all formulas, right? I haven't tested it in components.txt yet, but it works in techareas.txt.
Forum:
SEV Modders Knowledge Base
November 16th, 2006, 03:31 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Nope. If an item is displayed, you can use it. And the point is to get it off the list, really; making it unusable is just a side-effect.
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 10:29 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
As I recall I'm the one that suggested the idea in the first place without testing it properly, so.. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 06:53 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Nope. That isn't checked except on savegame load.
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 06:31 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Yes you can, once the bug about requirements checking during design is fixed. http://forum.shrapnelgames.com/images/smilies/tongue.gif
If you checked requirements on a ship, during a game, your...
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 05:38 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Won't work. SE5 only checks the requirements when designing, building or retrofitting a ship.
EDIT: and this is a good thing. Otherwise you'd be unable to make components obsolete....
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 02:26 AM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
True. However the targeting list would probably get a bit unwieldy after a while.
Forum:
SEV Modders Knowledge Base
November 15th, 2006, 01:36 AM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Correct. The only problem is you have to specify the new unit in all the components and target types..
Forum:
SEV Modders Knowledge Base
November 14th, 2006, 08:47 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Unit Launch options
Sort of. You can create new unit types to represent the different sizes..
Forum:
SEV Modders Knowledge Base
November 6th, 2006, 04:48 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: More data weirdness
Get_Design_Ability isn't working right in many files at the moment.
Forum:
SEV Modders Knowledge Base
November 6th, 2006, 02:20 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: More data weirdness
AND/OR would return rather wacky results in this situation..
Forum:
SEV Modders Knowledge Base
November 6th, 2006, 11:57 AM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: More data weirdness
That won't give you the total of the two, PES. What it'll do is base the level on the higher of the two (most likely..).
If you want it based on the average between the two, it'd be simpler to do:...
Forum:
SEV Modders Knowledge Base
November 1st, 2006, 08:41 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Component Data Weirdness
They all do. I'm not sure if its a typo or intentional, though.
Forum:
SEV Modders Knowledge Base
November 1st, 2006, 08:28 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Component Data Weirdness
Seeker turn rate *is* optional, but without it a seeker will have a turn rate of 0. So its kind of important. http://forum.shrapnelgames.com/images/smilies/happy.gif
Forum:
SEV Modders Knowledge Base
November 1st, 2006, 06:56 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Component Data Weirdness
Thge "weapon delivery type" doesn't actually MEAN anything- the only time its ever references is "Weapon Delivery Type Damage Reduction" ability.
Try checking against the "weapon type", instead....
Forum:
SEV Modders Knowledge Base
October 29th, 2006, 12:16 AM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding SEV Thread Questions
Its a file, and it wasn't included in the retail version. Its around here on the forums somewhere..
Forum:
SEV Modders Knowledge Base
October 27th, 2006, 04:25 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: You\'re thoughts please!
Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.
How it works: Take the ship's movement points,...
Forum:
SEV Modders Knowledge Base
October 25th, 2006, 11:31 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding Process
There's a list but its out of date and not accurate. Search around the forum for Fyron's post that "doesn't" have Description_Abilities.txt attached to it.
Forum:
SEV Modders Knowledge Base
October 20th, 2006, 09:03 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding Process
A value from 0-500. Its only displayed in units of 10, but SEV calculates it down to 1s at least.
Forum:
SEV Modders Knowledge Base
October 20th, 2006, 08:25 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding Process
Correct. So the actual chance to hit would be 90% (since it starts at 100, - the penalty)
Forum:
SEV Modders Knowledge Base
October 20th, 2006, 08:12 PM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Modding Process
That'd be the to-hit forumla right below the damage. It starts out as 100 (by default, defined in settings.txt) and goes from there.
Forum:
SEV Modders Knowledge Base
October 19th, 2006, 12:25 AM
Replies:
443
Modding SEV Thread Questions
Views:
61,085
Posted By
Phoenix-D
Re: Plague extension
The syntax for the forumlas has to be fairly exact.
DON'T put that space between the iif and the (, for example. Just plain iff(
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