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Old December 8th, 2006, 02:08 AM

shinigami shinigami is offline
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Default Re: Component-dependant engines

Quite true, Fyron, it does put a limit on the component of one per ship unless the modder plans things out very carefully.

Also, I've done some testing and have only been able to get the "Get_Design_x" functions to work in the VehicleSizes file so it is not as good a workaround as I had thought.

It goes right back to we need to be able to add our own dummy abilities, either in MainStrings or as a separate data file that the game can parse.
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Old December 8th, 2006, 03:05 AM
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Fyron Fyron is offline
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Default Re: Component-dependant engines

You can always use abiliites that are non-functional in the file in question...
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Old December 8th, 2006, 08:18 AM

shinigami shinigami is offline
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Default Re: Component-dependant engines

Yeah, but if MM wants to make the game really mod friendly (more so than it already is ) why not take it all the way and come up with a method for us to use custom dummy abilities?

Of course, this would be something for the future, for now, kill those bugs!
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Old December 8th, 2006, 10:57 AM

Raapys Raapys is offline
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Default Re: Component-dependant engines

Well, turns out it was alot easier than using the ability stuff, I got the Get_Design_Specific_Component_Count to work, meaning I don't need to check for any abilities at all. It would be nice if it actually worked on the engine requirements themselves, though, instead of having to give that requirement to every single ship.
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