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February 12th, 2006, 10:04 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Detailed Ground Combat
I do not think family matters for troop components...
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February 13th, 2006, 08:24 AM
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Corporal
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Re: Detailed Ground Combat
But... do you agree with PvK when he says that modifiers work different if put in VehicleSize (all are added up), that if they are put as an component ability (only the best used)?
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February 13th, 2006, 09:43 AM
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Re: Detailed Ground Combat
Kt Size has no problem being zero.
Except for the fact that it may allow designs with an infinite number of components. (Use the X-per-Vehicle restriction, or a high cost to dissuade players from adding too many)
Hitpoints being zero is a problem, but only if the whole unit can be designed so as to have zero hitpoints total. Be sure that at least one of your required components has a hitpoint.
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February 13th, 2006, 11:32 AM
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Corporal
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Detailed Ground Combat
Yes I'm well aware of the use of the "X-per-vehicle" limitation.
But, more in detail, I want to know if someone tried to make a comp with some Tonnage value (more than 0 kT) and then use a mount on it with Tonnage percent = 0... will it result in a mounted component of 0 Kt tonnage? I will not atempt to make any 0 hitpoints (structure) component. Thanks a lot for the tip SJ!
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February 13th, 2006, 12:03 PM
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Re: Detailed Ground Combat
The mount's tonnage percent is a multiplier.
There is no division involved, so zero is not an issue
Making it a negative size is probably not a good idea, but might also open up a whole new branch of modding. In which case it would be a very good idea.
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February 13th, 2006, 03:14 PM
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Shrapnel Fanatic
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Re: Detailed Ground Combat
Negative sizes are not possible.
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February 13th, 2006, 09:32 PM
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General
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Re: Detailed Ground Combat
Yeah, I tried that once for a MOO2-ism mod... tried to add a "Battle Pods" component which gave you extra space on a ship... failed miserably 
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