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  #1  
Old October 23rd, 2003, 03:35 AM

spoon spoon is offline
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Default Re: Abilities for objects in SE5!

Quote:
I hope that was just an example. Those things (probably) have nothing in common except the fact they all have the word Quantum on their titles; and Quantum can mean lots of things.
Yup, just a quantumfied example of something someone might want to mod...
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  #2  
Old October 23rd, 2003, 11:53 PM

Andrés Andrés is offline
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Default Re: Abilities for objects in SE5!

Limits to repair: You that can only repair listed comp families.

Auto regenerating component, althogh the repair limits above may be able to simulate this with a second component.

I like the idea of SM taking a long time instead of being so expensive.
Being able to specify stellar requirements would be great. Modders should be able to choose if they want a star, planet, asteroids, storm, warp point, empty sector as a requirement.

Being able to build large ships and bases in a similar way to RW/SW.

Different types of supplies and components that can convert them: reactors use fuel to generate energy used by most components.

Fully customizable damage types
I want to define how they skip or affect shields or armor, what components it can hit ect. Modders may be able to create weapons very different from stock weapons.
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Old October 24th, 2003, 12:06 AM

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Default Re: Abilities for objects in SE5!

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Originally posted by Andres:
Limits to repair: You that can only repair listed comp families.
And...

Self Repair: a component that can only repair damage to the ship it is on.
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  #4  
Old October 24th, 2003, 01:21 AM
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Default Re: Abilities for objects in SE5!

Andres said:
Quote:
I want to define how they skip or affect shields or armor, what components it can hit ect
Exactly! It would be great to be able to list all the component families that the weapon can damage. Maybe have component family numbers like "C116, C1009, C12045, etc" and facility family numbers like "F112, F1290, etc" and then you can define all the family types that the weapon can hit (just list em off, both components and facilities).

Definitely need to have components with multiple weapons' effects.

Spoon said:
Quote:
Percent Required Tags.
And you could have a "percent required tag" on a ship, and then on the next line the modder could list all the families that would fulfill the tag.

[ October 24, 2003, 00:24: Message edited by: jimbob ]
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  #5  
Old October 24th, 2003, 02:43 AM
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Default Re: Abilities for objects in SE5!

and list the ones it can't hit, in case that is smaller.
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  #6  
Old October 24th, 2003, 02:20 PM

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Default Re: Abilities for objects in SE5!

i like cheeze 's % cloak.

I would also like all objects to be able to use all abilities ( with in reason ). That way as a map maker i can make some really really cool maps. and have some interesting planets and warp points

The idea of dependencies would be quite neat if it became an actual field

Dependency= 0 ( for no dependenices )
Dependency1 = 21 ( name of other family member that is needed to use this device )

or some thing like that. That would be really really cool and easy to track if it was easy like that.

You could also use these on the vechile.txt file ( using se4 to talk se 5 )

And I for one would like to be able to set objects for when they will be availbe for use.

Ie. This warp point will not turn up until turn 20.

This planet will explode on turn 55

This first generation engine will only work for 25 turns then it cannot be repaired.

This Plasma missle will only work for 1 battle.

And another cool idea would be not just the repair ablility. But one where you have to replace the parts. So you must go to a special space base or planet yards to get them replaced.

And yes. All objects and abilities should be mod able. Not hard coded.

And part of the SE5 game should be a good interface for moding. ( Aaron should talk to David G and Sj on this )

And perhaps in the game generation a nice big screen where you can quickly click what abilities and objects you want in a game. ( turn them off either via family or individual object ) And be able to quickly adjust their value for the game. ( this stuff could be hard coded in the game as you would not need to create a mod as it would be game vars ) So in a game I could go hey I want to increase just the cost of engines and weapons to research nothing else so i go and do it. And I want to remove the DUC so I do it. And I want to decrease the damage a PPB does so I do it. THen I accept these changes as part of the game set up. Now that would be cool
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  #7  
Old October 24th, 2003, 08:39 PM
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Default Re: Abilities for objects in SE5!

cheese hasn't posted here. that was me.

yes, there's someone named cheese on the forums. no, he isn't me.
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