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				October 7th, 2006, 10:20 AM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		The truth is I was disappointed a little bit in SEIV has the sensor system was not really logical. 
But I was thinking that if the following rule could be applied it could make things interesting: 
 
A Sensor can detect a ship if at least one of its "sight" (as called in SEV it seems) for a "type" (if there would be several, using for example the Amount2 value) is higher than the cloak value (Amount 1 of cloaking component) of the same type. 
 
Then the following scenarios could be created: 
type 1 : mass 
type 2 : spirit 
type 3 : visual 
 
Ship 1 has: 
Level 2 type 1 cloak (small ship has little mass) 
Level 4 type 3 cloak (almost-invisible ship) 
Level 1 type 3 sensor (visual sight through space) 
 
Ship 2 has: 
Level 3 type 2 cloak (psychic crew shielding) 
Level 3 type 2 sensor (psychic crew) 
Level 1 type 3 sensor (visual sight through space) 
 
Then we would heve: 
Ship 1 can see Ship 2 (visual) 
Ship 1 cannot see Ship 1 
Ship 2 can see Ship 2 (visual) 
Ship 2 can see Ship 1 (psychic) 
 
Do you think that I should forget such objectives for SEV again (as happened with SEIV)? 
 
EDIT: Well at least we got the range now. (Both range and types would have been perfect but range is better than types, I agree with you) 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				October 7th, 2006, 02:09 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		Does anyone have an idea of the use of the following setting in the damage data file: 
Number Of Vehicle Types
It isn't used in the demo (as with so many other settings...) and not talked about in modding threads (as much as I can say).   
Considering that the list of available target is defined per weapon (in the component data file), I cannot see the use of this settings in the damage data file (but I guess something in someone's mind must have created this for a reason...)     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2006, 02:13 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		SEIV and SEV both have a lot of stuff in there that was planned, and not implimented. That might be one of those. 
 
Otherwise..I have no idea. 
		
	
		
		
		
		
		
		
			
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				October 7th, 2006, 04:43 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		Yet another question: 
 
It seems from the DamageTypes.txt file that the Crew Conversion is hardcoded not to be able to be applied on master Computer. 
However it seems that using a requirement opposite of somethig like Does_Ship_Have_Component_With_Ability("Master Computer") would do the same except that it would be possible to mod it (like to make a virus affecting only master computer taking control of the enemy ship). 
 
Do you know about this ? Is the requirmeent currently really hardcoded (legacy from SEIV?) ?  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2006, 09:46 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		is there any option to modify the max population of a planet as a racial trait similar to what can be done about cargo space. i found the Storage Cargo Space Percent and was shown the Storage Facility Space Percent abilities in mainstrings.txt but i see nothing that looks like i can increase max population in the same way.     
		
	
		
		
		
		
		
		
			
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				October 7th, 2006, 11:47 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 8th, 2006, 09:42 AM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		thanks. hopefully it will be added.     
another question. 
i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think)  
		
	
		
		
		
		
		
		
			
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				October 8th, 2006, 01:47 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		There is going to be a fix for that in the first patch. 
 
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				Version 1.04: 
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.    
			
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				October 8th, 2006, 01:50 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it. 
		
	
		
		
			
		
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 9th, 2006, 02:25 PM
			
			
			
		  
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				Re: Modding SEV Thread Questions
			 
             
			
		
		
		
		If you put an ability such as resource generation on a component, and put the component on a ship, will the ability continue to operate if you mothball the ship? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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