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Search: Posts Made By: Fyron
Forum: SEV Modders Knowledge Base December 7th, 2006, 09:45 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Distance Increments?

Might I suggest wikiing it (http://wiki.spaceempires.net/index.php/Modding_Tutorials_%28SEV%29)?
Forum: SEV Modders Knowledge Base December 7th, 2006, 03:33 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Distance Increments?

Shouldn't we try to make life easier for everyone down the road by making new threads for new questions and discussions, and let this one retire gracefully?
Forum: SEV Modders Knowledge Base November 6th, 2006, 04:22 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: More data weirdness

You can make whatever formulas you want, so long as you get some sort of boolean value in the end (I assume anything that is not 0 from arithmetic functions would be "true").
Forum: SEV Modders Knowledge Base October 30th, 2006, 02:57 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: About TechAreas.txt and requirement

There is one, but hardly anyone is adding to it:

http://wiki.spaceempires.net/index.php/Modding_Tutorials_(SEV)
Forum: SEV Modders Knowledge Base October 29th, 2006, 03:06 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: You\'re thoughts please!

Maybe 1 sticky thread linking? There might be 20 or 30 threads if they are one per file...
Forum: SEV Modders Knowledge Base October 29th, 2006, 04:08 AM
Replies: 443
Views: 45,505
Posted By Fyron
Re: You\'re thoughts please!

Like this thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=460985&page=1&view=collapsed&sb=5&o=&fpart=1)?
Forum: SEV Modders Knowledge Base October 28th, 2006, 08:08 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: You\'re thoughts please!

Yeah, but it would still be better to have separate threads, I think.
Forum: SEV Modders Knowledge Base October 28th, 2006, 04:44 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: You\'re thoughts please!

I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching...
Forum: SEV Modders Knowledge Base October 26th, 2006, 05:54 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding Process

And it never should; that is not a data file error, it is a valid way to take out certain abilities for testing or just to leave them around in the off chance you might like to add it back in the...
Forum: SEV Modders Knowledge Base October 22nd, 2006, 01:54 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding Process

By using the compiler one level down from that folder.
Forum: SEV Modders Knowledge Base October 20th, 2006, 01:47 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Plague extension

Do you think it possible to have an incomplete version ?

No. As I said, they are also out of date. Some information in them is not correct any more. It was a year ago, but things have changed...
Forum: SEV Modders Knowledge Base October 19th, 2006, 10:13 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Plague extension

Aaron took them out, pending rewriting them to be up to date and more complete.
Forum: SEV Modders Knowledge Base October 19th, 2006, 03:43 AM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Combat

Check out MainStrings.txt.
Forum: SEV Modders Knowledge Base October 18th, 2006, 08:13 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Plague extension

I see my answer was missed earlier:
Forum: SEV Modders Knowledge Base October 18th, 2006, 05:00 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Plague extension

That is not any sort of restriction, it is just a tag to inform the player that the other abilities of the component do not stack. The AI is generally set up to only add one such component per ship,...
Forum: SEV Modders Knowledge Base October 16th, 2006, 06:04 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

SE4/5 make the Carrier's abbreviation be "CX", so I just appended a L to it. But I see that SE5 has just "LX" for light carrier. Sorry for the confusion.
Forum: SEV Modders Knowledge Base October 16th, 2006, 04:33 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

Huh? The example is a carrier, so it has a fighter bay requirement as the source vehicle from the data file does. That is not what the thread is about though; look at the last requirement (the one...
Forum: SEV Modders Knowledge Base October 16th, 2006, 03:34 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

President_Elect_Shang said:
I did miss that thread and after scanning it I can see where you made 50% of the hull dedicated to fighter bays; however, as I mentioned this is not the type of...
Forum: SEV Modders Knowledge Base October 16th, 2006, 02:40 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

You must have missed this thread:

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=447917
Forum: SEV Modders Knowledge Base October 15th, 2006, 04:43 AM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

1. Take a look at VehicleUnitTypes.txt and weep with joy.

2. They can act like troops and participate in ground combat. Dunno about actually carrying other units though. There isn't anything in...
Forum: SEV Modders Knowledge Base October 14th, 2006, 01:25 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

1/r and 1/r^2 are fundamental ratios in distance equations (such as gravitational force).
Forum: SEV Modders Knowledge Base October 14th, 2006, 01:12 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

President_Elect_Shang said:
SE will apply the -10 to hit on all ranges from 0 to 30 since your formula said <30 correct?

Actually, it will apply -10 from ranges 0 to 29. At range 30, you get -20....
Forum: SEV Modders Knowledge Base October 13th, 2006, 01:12 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

In SE3, seekers have a firing range limit, but no travel range limit. Plasma missiles would expire after a while by virtue of losing a few points of damage for every range traveled, but CSMs would...
Forum: SEV Modders Knowledge Base October 8th, 2006, 01:50 PM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the...
Forum: SEV Modders Knowledge Base October 4th, 2006, 03:39 AM
Replies: 443
Views: 45,505
Posted By Fyron
Re: Modding SEV Thread Questions

A lot of places will accept decimals, but some still use ints. The armor penetration in damagetypes.txt, for example, treats all decimals as a flat 0....
Showing results 1 to 25 of 31

 
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