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Old October 11th, 2001, 12:28 AM

AJC AJC is offline
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Default Re: Next Version of P&N: suggestions

fighter missiles- I have these in my mod. The Ai fighters do have to be adjusted - I can post the mod inthe mod forums if anyone is interested. let me know
Seekers in my mod move alot faster.
CSM move 11
Plasma move 12-15
and all others move 12


Name := Small Missle I
Description := Standard fighter anti-ship missile.
Pic Num := 88
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2520
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15

Name := Small Phased Missle I
Description := Fighter Missile with a phased polaron warhead.
Pic Num := 161
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2521
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 4
Tech Area Req 2 := Phased-Energy Weapons
Tech Level Req 2 := 4
Tech Area Req 3 := Fighters
Tech Level Req 3 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15

Name := Small Null - Space Missile I
Description := Fighter Missile with a null - space warhead.
Pic Num := 255
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2522
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Missile Weapons
Tech Level Req 2 := 6
Tech Area Req 3 := Fighters
Tech Level Req 3 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15

HERE IS AN EXAMPLE OF HOW THE FIGHTERS had to be change in the design creation data files. They worked out well. The fighters still use armor shields , sensors and other components per the original designs. Most AI fighters use 1 missile - although a couple AI races in my mod will put 2-3 missiles on some fighters!

The Abbidon

Name := Fighter
Design Type := Fighter
Vehicle Type := Fighter
Default Strategy := Fighter Attack
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 20
Majority Weapon Family Pick 1 := 5
Majority Weapon Family Pick 2 := 100
Majority Weapon Family Pick 3 := 101
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 113
Secondary Weapon Family Pick 2 := 100
Secondary Weapon Family Pick 3 := 101
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 0
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 50
Secondary Comp Ability := Weapon
Num Misc Abilities := 3
Misc Ability 1 Name := Combat To Hit Defense Plus
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Offense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Shield Regeneration
Misc Ability 3 Spaces Per One := 800



[This message has been edited by AJC (edited 10 October 2001).]
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