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  #1  
Old September 21st, 2006, 04:46 PM

StarShadow StarShadow is offline
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Default Re: SE5 - Mod Out LCX as Early Warship

Wouldn't it be easier to just require the light carrier to devote most of it's space to fighter bays?

Just change:
Requirement 7 Description := This vehicle must have at least 50% of its hull dedicated to Fighter Bays.
Requirement 7 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") >= 50

To something like:

Requirement 7 Description := This vehicle must have at least 80% of its hull dedicated to Fighter Bays.
Requirement 7 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") >= 80
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  #2  
Old September 21st, 2006, 04:50 PM
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Fyron Fyron is offline
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Default Re: SE5 - Mod Out LCX as Early Warship

A python script could add the ability to all weapons in a flash.

===

I did not see a formula for "weapon count," sadly. All I saw was what mounts use:

Requirement 1 Formula := Get_Component_Weapon_Type() = "Direct Fire"

Which is just a bool, not a count.

===

Starshadow:
That is possible, yes, but it eliminates other choices too, like the tradeoff between fighter bays vs. cargo bays (store more fighters, or launch more at once?), and defenses (armor/shields) vs. fighter bays.
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Old September 21st, 2006, 04:51 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

You could do that - but it wouldn't affect the AI in this case. One change in SE:V due to formulas is that the those requirements are actually "hard-coded" in a couple of the AI scripts, which means you need to edit that and re-compile the AI scripts. Not a big deal, but something to consider.
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Old September 21st, 2006, 04:52 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Actually, such requirements were ignored by AI in SE4 too...
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Old September 21st, 2006, 05:13 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Why too much work involved.. I just got a headace from looking at it.
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Old September 25th, 2006, 04:51 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

Quote:
Atrocities said:
Why too much work involved.. I just got a headace from looking at it.
However you can't even *do* it in SE4.

In general, the stuff that was easy in SE4 is easy in SE5 (weapon forumlas excepted, but Fyron has a tool for those). Its only when you get to the more advanced stuff that things get..weird.
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Old September 25th, 2006, 07:17 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Eh? It's just making a little script to add the AI Tag ability to weapons, then adding another req to each hull you want to have a weapon limit. It's not much effort at all, really.
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Old September 25th, 2006, 08:40 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Attached to this post is a Python script that will add the ability "AI Tag 01" to all weapon components.
Attached Files
File Type: zip 448998-_add_ability.zip (1.3 KB, 420 views)
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