Re: How do I detect stealth armor?
			 
             
			
		
		
		
		I think You can edit the components.txt and add different types of cloaks. 
I.e. 
Name                  := Cloaking Device I 
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. 
Pic Num               := 38 
Tonnage Space Taken   := 40 
Tonnage Structure     := 40 
Cost Minerals         := 1000 
Cost Organics         := 0 
Cost Radioactives     := 500 
Vehicle Type          := Ship\Base\Sat 
Supply Amount Used    := 100 
Restrictions          := None 
General Group         := Shields 
Family                := 26 
Roman Numeral         := 1 
Custom Group          := 0 
Number of Tech Req    := 1 
Tech Area Req 1       := Cloaking 
Tech Level Req 1      := 1 
Number of Abilities   := 5 
Ability 1 Type        := Cloak Level 
Ability 1 Descr       := Prevents level 1 Active EM scans. 
Ability 1 Val 1       := EM Active 
Ability 1 Val 2       := 2 
Ability 2 Type        := Cloak Level 
Ability 2 Descr       := Prevents level 1 Passive EM scans. 
Ability 2 Val 1       := EM Passive 
Ability 2 Val 2       := 2 
Ability 3 Type        := Cloak Level 
Ability 3 Descr       := Prevents level 1 Psychic scans. 
Ability 3 Val 1       := Psychic 
Ability 3 Val 2       := 2 
Ability 4 Type        := Cloak Level 
Ability 4 Descr       := Prevents level 1 Gravitic scans. 
Ability 4 Val 1       := Gravitic 
Ability 4 Val 2       := 2 
Ability 5 Type        := Cloak Level 
Ability 5 Descr       := Prevents level 1 Temporal scans. 
Ability 5 Val 1       := Temporal 
Ability 5 Val 2       := 2 
Weapon Type           := None 
 
Remove the ability and in theory to allow that type of scan, increase val 2 and you should be able to make cloaks that can not be detected at all. 
 
Name                  := Cloaking Device I 
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. 
Pic Num               := 38 
Tonnage Space Taken   := 40 
Tonnage Structure     := 40 
Cost Minerals         := 1000 
Cost Organics         := 0 
Cost Radioactives     := 500 
Vehicle Type          := Ship\Base\Sat 
Supply Amount Used    := 100 
Restrictions          := None 
General Group         := Shields 
Family                := 26 
Roman Numeral         := 1 
Custom Group          := 0 
Number of Tech Req    := 1 
Tech Area Req 1       := Cloaking 
Tech Level Req 1      := 1 
Number of Abilities   := 4 
Ability 1 Type        := Cloak Level 
Ability 1 Descr       := Prevents level 1 Active EM scans. 
Ability 1 Val 1       := EM Active 
Ability 1 Val 2       := 2 
Ability 2 Type        := Cloak Level 
Ability 2 Descr       := Prevents level 1 Passive EM scans. 
Ability 2 Val 1       := EM Passive 
Ability 2 Val 2       := 2 
Ability 3 Type        := Cloak Level 
Ability 3 Descr       := Prevents level 6 Psychic scans. 
Ability 3 Val 1       := Psychic 
Ability 3 Val 2       := 6 
Ability 4 Type        := Cloak Level 
Ability 4 Descr       := Prevents level 1 Gravitic scans. 
Ability 4 Val 1       := Gravitic 
Ability 4 Val 2       := 2 
Weapon Type           := None 
 
I removed the temporal totally and increased the EM passive to level 6. So in theory, temporal can see the ship no matter what and Psychic can not unless you add a level 7 tech to psychic in the tech tree. Oh course this still needs to be tested ingame before I can be sure. 
 
Hmm, I noticed the weapon type 
Maybe I could even make a cloak that can cause some type of damage to other ships. 
 
 
[This message has been edited by Dracus (edited 05 May 2001).] 
 
[This message has been edited by Dracus (edited 05 May 2001).] 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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