.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 24th, 2003, 12:06 AM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Abilities for objects in SE5!

Quote:
Originally posted by Andres:
Limits to repair: You that can only repair listed comp families.
And...

Self Repair: a component that can only repair damage to the ship it is on.
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #2  
Old October 24th, 2003, 01:21 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Abilities for objects in SE5!

Andres said:
Quote:
I want to define how they skip or affect shields or armor, what components it can hit ect
Exactly! It would be great to be able to list all the component families that the weapon can damage. Maybe have component family numbers like "C116, C1009, C12045, etc" and facility family numbers like "F112, F1290, etc" and then you can define all the family types that the weapon can hit (just list em off, both components and facilities).

Definitely need to have components with multiple weapons' effects.

Spoon said:
Quote:
Percent Required Tags.
And you could have a "percent required tag" on a ship, and then on the next line the modder could list all the families that would fulfill the tag.

[ October 24, 2003, 00:24: Message edited by: jimbob ]
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #3  
Old October 24th, 2003, 02:43 AM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: Abilities for objects in SE5!

and list the ones it can't hit, in case that is smaller.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #4  
Old October 24th, 2003, 02:20 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Abilities for objects in SE5!

i like cheeze 's % cloak.

I would also like all objects to be able to use all abilities ( with in reason ). That way as a map maker i can make some really really cool maps. and have some interesting planets and warp points

The idea of dependencies would be quite neat if it became an actual field

Dependency= 0 ( for no dependenices )
Dependency1 = 21 ( name of other family member that is needed to use this device )

or some thing like that. That would be really really cool and easy to track if it was easy like that.

You could also use these on the vechile.txt file ( using se4 to talk se 5 )

And I for one would like to be able to set objects for when they will be availbe for use.

Ie. This warp point will not turn up until turn 20.

This planet will explode on turn 55

This first generation engine will only work for 25 turns then it cannot be repaired.

This Plasma missle will only work for 1 battle.

And another cool idea would be not just the repair ablility. But one where you have to replace the parts. So you must go to a special space base or planet yards to get them replaced.

And yes. All objects and abilities should be mod able. Not hard coded.

And part of the SE5 game should be a good interface for moding. ( Aaron should talk to David G and Sj on this )

And perhaps in the game generation a nice big screen where you can quickly click what abilities and objects you want in a game. ( turn them off either via family or individual object ) And be able to quickly adjust their value for the game. ( this stuff could be hard coded in the game as you would not need to create a mod as it would be game vars ) So in a game I could go hey I want to increase just the cost of engines and weapons to research nothing else so i go and do it. And I want to remove the DUC so I do it. And I want to decrease the damage a PPB does so I do it. THen I accept these changes as part of the game set up. Now that would be cool
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #5  
Old October 24th, 2003, 08:39 PM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: Abilities for objects in SE5!

cheese hasn't posted here. that was me.

yes, there's someone named cheese on the forums. no, he isn't me.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #6  
Old October 24th, 2003, 10:27 PM
atari_eric's Avatar

atari_eric atari_eric is offline
Sergeant
 
Join Date: Jan 2003
Location: Southern California
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
atari_eric is on a distinguished road
Default Re: Abilities for objects in SE5!

Quote:
Originally posted by DavidG:
Destroyed on Use for Warp points. ie once you go through the warp point dissapears. Great for modding FTL type movement.
For that matter, components that get destroyed when the ship goes through a warp point. I can't think of a reason for it myself, but I'm sure some modder will...

Remember, when in doubt, stick it in - let the modders' sort it out.
Reply With Quote
  #7  
Old October 24th, 2003, 10:34 PM
atari_eric's Avatar

atari_eric atari_eric is offline
Sergeant
 
Join Date: Jan 2003
Location: Southern California
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
atari_eric is on a distinguished road
Default Re: Abilities for objects in SE5!

Quote:
Originally posted by jimbob:
Andres said:
quote:
I want to define how they skip or affect shields or armor, what components it can hit ect
Exactly! It would be great to be able to list all the component families that the weapon can damage. Maybe have component family numbers like "C116, C1009, C12045, etc" and facility family numbers like "F112, F1290, etc" and then you can define all the family types that the weapon can hit (just list em off, both components and facilities).

Definitely need to have components with multiple weapons' effects.

Spoon said:
Quote:
Percent Required Tags.
And you could have a "percent required tag" on a ship, and then on the next line the modder could list all the families that would fulfill the tag.

Hmm, what about components that can only be repaired by certain repair bays/facilities? Can't get that super-dohickey fixed just anywhere - you gotta take it to a specialist...
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:07 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.