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Search: Posts Made By: Captain Kwok
Forum: SEV Modders Knowledge Base December 4th, 2006, 07:41 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Distance Increments?

I personally treat the ranges in combat as Km.
Forum: SEV Modders Knowledge Base November 4th, 2006, 11:46 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: More data weirdness

PES - It was a bug with troops. It has been fixed post v1.08, so looked for it in Mon/Tue patch.
Forum: SEV Modders Knowledge Base October 31st, 2006, 03:32 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Un-Expected Results

At one point there was probably going to be pictures of gov't types in the game setup and it never happened - not that there was a need for it anyway.
Forum: SEV Modders Knowledge Base October 29th, 2006, 01:48 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

Correct link:
http://www.captainkwok.net/files/DescriptionFiles.zip
Forum: SEV Modders Knowledge Base October 29th, 2006, 12:34 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

I've posted the Description files here:
http://www.captainkwok.net/se5resources.php/

Keep in mind they are not 100% accurate or up to date.
Forum: SEV Modders Knowledge Base October 27th, 2006, 09:12 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: You\'re thoughts please!

The Empire specific scripts will overwrite any variables etc. in the general AI files.

But if you wanted to make a special design creation sequence for your modded race, you could modify the...
Forum: SEV Modders Knowledge Base October 27th, 2006, 07:41 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: You\'re thoughts please!

If a component or weapon has more than 50% damage, it's abilities won't work anymore. Note for Organic Armor though if it is damaged more than 50% during combat it no longer adds any regeneration...
Forum: SEV Modders Knowledge Base October 26th, 2006, 07:10 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: You\'re thoughts please!

I think it's Delphi.
Forum: SEV Modders Knowledge Base October 26th, 2006, 02:22 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Did you know:

If the parser can't read a formula it spits out an error - ie too many parenthesis or something like or invalid operator and so on...
Forum: SEV Modders Knowledge Base October 26th, 2006, 09:58 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding Process

SE:V will spit out fatal mod errors when the mod is loaded as SE:IV did. It won't tell you though if you have 1 ability required but 2 listing and things of that sort - but it would tell you if you...
Forum: SEV Modders Knowledge Base October 26th, 2006, 12:46 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding Process

I've posted a copy of the description files here:
http://www.captainkwok.net/se5resources.php
Forum: SEV Modders Knowledge Base October 20th, 2006, 10:24 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

You can turn off alpha-sort for components in either settings.txt or under Empire Options in-game. The order is then the listed order in Components.txt.
Forum: SEV Modders Knowledge Base October 19th, 2006, 07:29 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Combat

I don't even recall where it displays LS as the units of range, but I've switched things like mount range descriptions to Km myself and will probably do so to the different mainstrings.txt references...
Forum: SEV Modders Knowledge Base October 19th, 2006, 12:49 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Plague extension

That's very cool!
Forum: SEV Modders Knowledge Base October 18th, 2006, 06:48 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Plague extension

It's important to note that the amounts of Engines/LS/CQ that the AI will add to a vehicle size is "hard-coded" and they will continue to follow them regardless of how you change the data file. ...
Forum: SEV Modders Knowledge Base October 16th, 2006, 12:22 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

Are you asking about the Space Yard component or Space Yard facility?

For gameplay resasons it's probably a good idea to keep it that way since there is no inherent repair rate for a planet. I...
Forum: SEV Modders Knowledge Base October 16th, 2006, 11:11 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

Most formulas can do decimal entries and the result is either rounded off or used as is depending on what it is affecting. For example, damage is rounded to whole number, while population...
Forum: SEV Modders Knowledge Base October 16th, 2006, 07:40 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

...or GETL("x") > (([%Level%] * 2) - 1) for an odd series.
Forum: SEV Modders Knowledge Base October 14th, 2006, 07:47 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

The Script_AI_Orders_Ships.txt file has the colony minister choosing a planet from the colonizable list but I'm not sure how its determining which one to go to first other than maybe closest.
Forum: SEV Modders Knowledge Base October 14th, 2006, 07:24 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

The file Script_AI_ColonyType.txt contains the syntax for the AI to choose a colony type. In stock, it chooses a colony type based on a set percentage desired for each type. If it picked a resource...
Forum: SEV Modders Knowledge Base October 14th, 2006, 09:27 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

Somebody was playing the Balance Mod. http://forum.shrapnelgames.com/images/smilies/wink.gif

The max range is 500.
Forum: SEV Modders Knowledge Base October 14th, 2006, 01:17 AM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

It specifies a range of damage for the weapon. For example if the min is 30 and the max is 40, the weapons will do between 30-40 damage.
Forum: SEV Modders Knowledge Base October 13th, 2006, 04:00 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

Yes, // is used for comment lines and is used throughout the data files.
Forum: SEV Modders Knowledge Base October 11th, 2006, 06:53 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

You can use blank abilities that can utilize formulas in for amount1 and amount2 that can report to the player how much resistance a missile has or how fast it goes etc - or for any description that...
Forum: SEV Modders Knowledge Base October 11th, 2006, 04:40 PM
Replies: 443
Views: 45,561
Posted By Captain Kwok
Re: Modding SEV Thread Questions

It's the image displayed when choosing "Game Type". If you don't include one it might just use the default but I've never tried it.
Showing results 1 to 25 of 36

 
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