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Search: Posts Made By: President_Elect_Shang
Forum: SEV Modders Knowledge Base December 19th, 2006, 03:30 AM
Replies: 443
Views: 45,504
Re: Modding SEV Thread Questions

Here is the link to the copy and paste of your question here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=480652&page=0&view=collapsed&sb=5&o=14&fpart=&vc=#Post480652)


...
Forum: SEV Modders Knowledge Base December 8th, 2006, 11:04 AM
Replies: 443
Views: 45,504
Re: Distance Increments?

Summarize with proper credit?
Forum: SEV Modders Knowledge Base December 8th, 2006, 01:45 AM
Replies: 443
Views: 45,504
Re: Distance Increments?

Even between the two of us I think a little more gray will grow! Wiki would be good also. I mean how much more work could it be to paste here and there?
Forum: SEV Modders Knowledge Base December 7th, 2006, 04:11 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

You know that is a fine idea. Lets all move out to the main forum. The discussion can happen there and the Knowledge Base can form here. Now if I can just take a break from my project to work on...
Forum: SEV Modders Knowledge Base December 7th, 2006, 02:08 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

I said that in an earlier post. I even changed the startup screen so that ďNo Warp Pointsí was replaced with ďNot UsedĒ. http://forum.shrapnelgames.com/images/smilies/happy.gif Sorry to flatten your...
Forum: SEV Modders Knowledge Base December 7th, 2006, 10:27 AM
Replies: 443
Views: 45,504
Re: Distance Increments?

Right the max combat of 5000 is hearsay from one of the Beta Testers. I have tested the combat map at 5000 and it is insanely large. Even with combat set at 7 minutes the two sides couldnít reach...
Forum: SEV Modders Knowledge Base December 5th, 2006, 08:26 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

I did thank you; but the main string contains all of them. I think it even has ones that arenít working yet.
Forum: SEV Modders Knowledge Base December 5th, 2006, 03:19 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

So that was 299,792_point_458! That web site was so hard to read! Um, MainStrings.txt! Well I suppose I need to setup a Knowledge Base for that next before I forget what I have already done. The...
Forum: SEV Modders Knowledge Base December 5th, 2006, 02:56 AM
Replies: 443
Views: 45,504
Re: Distance Increments?

Sometimes I donít understand why I want to do things the hardest way. I ran the distance test again and here is what I did. I sent the ships to opposite corners, aimed the weapons, and then checked...
Forum: SEV Modders Knowledge Base December 4th, 2006, 11:11 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

Well the first problem I see is that the combat is run on squares and the system is run on hexes. Unfortunately I think you are shooting for a level of realism that SE5 just canít deliver. For my...
Forum: SEV Modders Knowledge Base December 4th, 2006, 08:17 PM
Replies: 443
Views: 45,504
Re: Distance Increments?

The max the combat map can be set at is 5000 I believe. Now I took a ship of known speed (8km/s) and entered the combat area with another ship (in the simulator). I timed how long it took for the...
Forum: SEV Modders Knowledge Base November 28th, 2006, 12:05 AM
Replies: 443
Views: 45,504
Re: Unit Launch options

As long as you see the word formula to the left on the same line! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Forum: SEV Modders Knowledge Base November 27th, 2006, 02:39 AM
Replies: 443
Views: 45,504
Re: Unit Launch options

Well I canít recall ever seeing that line, and then again there are so manyÖ I suspect this is an ability that is not yet in use. There are other abilities listed there that have no known effect but...
Forum: SEV Modders Knowledge Base November 25th, 2006, 01:14 AM
Replies: 443
Views: 45,504
Re: Unit Launch options

PlanetSize.txt will allow you to control the maximum population a planet size can have; however, there is no ability which can be plugged into a component or facility to allow that number to be...
Forum: SEV Modders Knowledge Base November 17th, 2006, 09:59 AM
Replies: 443
Views: 45,504
Re: Unit Launch options

I agree that was a really poor example for me to pick. Funny enough the only reason I did is that I thought using a component from the stock files was the best bet. Oh well! Anyway let me take a look...
Forum: SEV Modders Knowledge Base November 16th, 2006, 09:03 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

I have iif statements set in a few formulas but have not reached those techs in the testing yet. I will let you know what happens when I get there. I did say that I could use iif statements, I was...
Forum: SEV Modders Knowledge Base November 16th, 2006, 07:52 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

The engine thing was only an example. I donít use a Nuclear or Ion Engine in my mod. Here is an actual component from the Mod. At high Tech level 2 and Force Weapons level 1 you get the Force...
Forum: SEV Modders Knowledge Base November 16th, 2006, 05:37 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

The components may be related by function but they are too different to build into a progression system like the one SE5 is using now. I think that is what you are trying to build in your post. I did...
Forum: SEV Modders Knowledge Base November 16th, 2006, 03:19 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

I donít know of a way to make components unusable without adding restrictions to the vehicles they are to be used in. Also if they can be made unusable that would just make for a mod doomed to...
Forum: SEV Modders Knowledge Base November 16th, 2006, 01:01 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

This is essentially SE4 style tech were you can phase out one component in favor of another after meeting certain requirements. For example letís say you start the game with Ion Engines and after...
Forum: SEV Modders Knowledge Base November 15th, 2006, 08:19 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

Or you can do it the way I am. Build an entire Mod based on generational tech. Test it by saving then reloading the game for needed updates and tweaking. And THEN proclaim to Phoenix-D and CPT Kwok...
Forum: SEV Modders Knowledge Base November 15th, 2006, 05:53 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

You canít make components obsolete right now!
Forum: SEV Modders Knowledge Base November 15th, 2006, 05:40 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

Gee what a thought! Who in their right mind would want to create generational components?
Forum: SEV Modders Knowledge Base November 15th, 2006, 05:35 PM
Replies: 443
Views: 45,504
Re: Unit Launch options

Well, letís take my HAWK Pods for instance. If I wanted to say that you can only store HAWK Pods in a new component called the HP Mag I could give the HP Mag the cargo ability, basically set it up to...
Forum: SEV Modders Knowledge Base November 15th, 2006, 03:37 AM
Replies: 443
Views: 45,504
Re: Unit Launch options

Yes you can list multiple types. For example my shuttles bays can launch a shuttle or a pinnace. XO Racks can fire (launch) XO Weapon Pods or HAWK Pods. As for the cargo part afraid not; there is no...
Showing results 1 to 25 of 92

 
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