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  #1  
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, 373 views)
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Old September 25th, 2006, 09:00 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Also fun and simple is the component-based crew requirements:

- Add "AI Tag 02" ability to all components. Amount 1 = the nessesary crew to operate
- Add "AI Tag 02" ability to the crew quarters. Amount 1 = NEGATIVE the amount of crew supplied.
- Ship requirements are that:
a) AI Tag 02 ability 1 is less than or equal to zero. (Otherwise "Insufficient crew")
b) Lifesupport ability amount >= crew quarters ability amount.

Note:
This does make ship design take a little longer, since you don't know exactly how much crew you'll need until you're done, but it is pretty cool.
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Old October 1st, 2006, 11:01 AM
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Default Re: SE5 - Mod Out LCX as Early Warship

I lost it already ............
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