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				March 25th, 2005, 10:13 AM
			
			
			
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				 Need some help on component design. 
 I'm trying to make a component that is a one time repair item for a vehicle. Only problem is that it either is repairing itself or not being destroyed after use. If anyone has an idea about what I could do to make the component work like I want it too I'd apreciate it.
 Also, I'm making it a nano technology, but I can't think of anything else I can make to fit into the same area.
 
 Any suggestions?
 
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				March 25th, 2005, 10:25 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Need some help on component design. 
 Try Adding the Destroyed Upon use ability to it. Look in the ability.txt files for abilities that you can use.
 Nano - Tech, don't know what to tell you other than add mounts to reduce size of crap.
 
				__________________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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				March 25th, 2005, 10:33 AM
			
			
			
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				 Re: Need some help on component design. 
 I did add the Destroyed upon use ability, but as  I said above, either the ability isn't triggering or they are repairing themselves before they repair items higher on the priority list.
 I think it is more likely the first thing though.
 
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				March 25th, 2005, 11:14 AM
			
			
			
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				 Re: Need some help on component design. 
 If it helps here is the exact ability text I am using.
 
 Number of Abilities   := 2
 Ability 1 Type        := Component Repair
 Ability 1 Descr       := Can repair 5 components per turn.
 Ability 1 Val 1       := 5
 Ability 1 Val 2       := 0
 Ability 2 Type        := Component Destroyed On Use
 Ability 2 Descr       := Component is destroyed after use.
 Ability 2 Val 1       := 0
 Ability 2 Val 2       := 0
 
 This should be working correct?
 
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				March 25th, 2005, 11:31 AM
			
			
			
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 Major General |  | 
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				 Re: Need some help on component design. 
 You could cheat a little, and use drones. Those self-destruct when their supplies are used up. Just launch a few of those drones with repair abilities, and it'll patch you up a little, then go boom. |  
	
		
	
	
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				March 25th, 2005, 12:23 PM
			
			
			
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				 Re: Need some help on component design. 
 Ashton's idea is plausible.  Design a specific repair component that takes up a whole drone (with "bridge" ability as well) and have it's supply storage equal  to the default per turn usage of drones in setting.txt - this should allow the drone to exist for a single turn only.
 Destroyed on use will not work, it only works with components that are activated by menu buttons.
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				March 25th, 2005, 01:09 PM
			
			
			
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				 Re: Need some help on component design. 
 Giving the drones a set of one-turn-worth supply storage components and a set of smaller, one repair-per-turn repair bays is a nice alternative too.
 The player then has to decide whether they want to design a drone that can repair 2 per turn for just two turns, or a drone that can repair 1 component per turn for 6 turns.
 
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				March 29th, 2005, 04:43 AM
			
			
			
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				 Re: Need some help on component design. 
 Just watch out with drones; if you've got a number of them in a sector repairing a ship and an enemy attacks, the drones will ram the enemy unless specified otherwise. You could lose an extra, say, 10 comps repaired if the drones ram the enemy. 
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				March 31st, 2005, 03:47 AM
			
			
			
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				 Re: Need some help on component design. 
 Right! But, if you tell the drone to be on "don't get hurt" strategy, I think it will avoid conflicts and stay alive. 
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