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  #1  
Old January 22nd, 2007, 11:15 AM
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Default 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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Old January 22nd, 2007, 12:01 PM
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Default 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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Old January 22nd, 2007, 01:09 PM
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Default 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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Old January 22nd, 2007, 03:06 PM
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Default 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
Can be fired on and destroyed by Owner is an option for units...does this apply to ships as well?
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Old January 22nd, 2007, 03:14 PM

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Default 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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Old January 22nd, 2007, 05:58 PM
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Default Re: SEV Beta History starting V1.0

and it doesn't work.
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Old January 22nd, 2007, 06:14 PM
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Default Re: SEV Beta History starting V1.0

I thought it worked if you had one point.
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Old January 22nd, 2007, 06:20 PM
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Default Re: SEV Beta History starting V1.0

That's correct. That's why it doesn't work. Why on earth (or other celestial body) should it require 1 movement point on the target ship to fire on and destroy it?


I guess it is more correct to say: it doesn't work correctly.
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