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January 22nd, 2007, 03:20 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: SEV Beta History starting V1.0
All of these files and scripts are way over my head... I am either to old or to stupid to try and figure them all out.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 22nd, 2007, 04:35 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
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Re: SEV Beta History starting V1.0
Gee do I feel like a 486 right now, I'm still learning how to script SE4 and to all the modders out there I wish you the best of luck to making a mod that works (the A.I. can use all the new stuff that you put in) this is going to be the year of learning and I just wanted to say thanks to all of you.
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January 22nd, 2007, 07:21 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: SEV Beta History starting V1.0
It's not that hard if you sit down and read it step by step...
if youve looked at aarons forumlas... well, just don't go there, they are not easy to follow. there are far simpiler ways to write them (the weapon damage at range formuas)
Have you tested these now SJ? does negitive damage *fix* broken components/armor and/or add more hitpoints to them? or does it get ignored alltogether?
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January 22nd, 2007, 11:15 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: SEV Beta History starting V1.0
I thought I would go nuts when I first sat down to look over modding SE5. After a while you just sort of start to see the patterns. Once you see it you can shape it into what you want. I am still stretching to shape new things. That has always been my problem/challenge though. Once I learn I can start to recombine and create fusions but I can't seem to create novel new ideas. Anyway I'm drifting, modding isn't so hard once you invest some time. I think what will keep our numbers low in the first year or so will be (a) the lack of info for learning and (b) the shock you get when first look under the hood.
Now about those negative values. You can't give a component more HP than it had to start with so I am assuming additional are lost. How about trying to mod a component that will absorb those points rather than lose them. A form of capacitor maybe? One type for armor slots and one for internal slots would make for an all new strategy. A new line of weapons to knock the capacitors out by giving them an AI Tag then have the weapon target only that. Make the capacitors large and costly... What ability would you need to absorb the surplus HP? I have maybe one idea but would need to look it up.
On the fantasy example you gave SJ. I understand you were giving an example but when I read it I couldn't help think of Avatar and wonder what a mod based on it would be like. 
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January 22nd, 2007, 12:01 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: SEV Beta History starting V1.0
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships
Goblin 0001 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0002 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0003 fires Fire Arrow at Berzerker 0001! (10 damage)
CLERIC!!!
Cleric 0001 fires Healing Beam III at Berzerker 0001! (-30 damage)

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The Ed draws near! What dost thou deaux?
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January 22nd, 2007, 01:09 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
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Re: SEV Beta History starting V1.0
How about this...
A repair ship the fix's ships IN combat (add armour points per sec like 5.00 per sec or 1 comp every 10.00 per sec)
we could ask Aaron about that
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January 22nd, 2007, 03:06 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: SEV Beta History starting V1.0
Quote:
Ed Kolis said:
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships 
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Can be fired on and destroyed by Owner is an option for units...does this apply to ships as well?
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January 22nd, 2007, 03:14 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SEV Beta History starting V1.0
I believe that's only for the 'Fire On..' command to destroy vehicles in system view, not in combat.
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February 7th, 2007, 04:00 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
Posts: 210
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Re: SEV Beta History starting V1.0
Quote:
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
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Suck it, Talismen!
(yes, I've had better posts. It's been a while - and my RAM blew out so I can't play  )
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February 7th, 2007, 12:36 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: SEV Beta History starting V1.0
That's just a "feel good" change. For gameplay purposes, you should play like 1% = 0% and 99% = 100%. I have always thought that if someone feels much better about a 1% chance than a 0% chance, then I'd like to play some Texas Hold'em with them sometime.
edit: and DARN IT! I was hoping for info on the next patch.
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