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  #91  
Old October 7th, 2006, 10:20 AM

Elsemeravin Elsemeravin is offline
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Default 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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  #92  
Old October 7th, 2006, 02:09 PM

Elsemeravin Elsemeravin is offline
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Default 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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  #93  
Old October 7th, 2006, 02:13 PM

Phoenix-D Phoenix-D is offline
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Default 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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  #94  
Old October 7th, 2006, 04:43 PM

Elsemeravin Elsemeravin is offline
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Default 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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  #95  
Old October 7th, 2006, 09:46 PM

Desdinova Desdinova is offline
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Default 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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  #96  
Old October 7th, 2006, 11:47 PM
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Default 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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  #97  
Old October 8th, 2006, 09:42 AM

Desdinova Desdinova is offline
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Default 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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  #98  
Old October 8th, 2006, 01:47 PM
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Default Re: Modding SEV Thread Questions

There is going to be a fix for that in the first patch.
Quote:
Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
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  #99  
Old October 8th, 2006, 01:50 PM
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Default 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.
Attached Files
File Type: zip 454175-resize_systems.zip (1.2 KB, 140 views)
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  #100  
Old October 9th, 2006, 02:25 PM
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Default 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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