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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Modding "Other" Engine Stats

Submitted by StaticDet5 on Sun, 2007-03-25 06:41. SE:V MODs

Does anyone have any experience modding some of the "Tactical" engine stats such as turn rate, accel rate, that are found under VehicleSizes.txt?

I played around with Maximum Speed Per Movement Point, and have had some good success.

Specifically, has anyone designed a component that will directly modify the "Space Combat *" values? I'm thinking about creating different engine types that will increase combat maneuverability.

‹ Base % chance to hit? and Global Damage Resistance for vehicle types? Star Trek mod ›
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Captain Kwok's picture
Mod Designer

Re: Modding "Other" Engine Stats

Submitted by Captain Kwok on Sun, 2007-03-25 09:40.

There's no active ability yet that can be used to modify maneuvering.

-----

Space Empires Depot | SE:V Balance Mod

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Rilo57's picture

Re: Modding "Other" Engine Stats

Submitted by Rilo57 on Sun, 2007-03-25 10:25.

Good idea though, making a subclass of full sized ships into fighters.

SEV, more than a feeling.

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Re: Modding "Other" Engine Stats

Submitted by Lastdreamer on Sun, 2007-03-25 10:56.

it's possible to set ship statistic fpund in VehicleSize.txt directly dependent on tech?

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Re: Modding "Other" Engine Stats

Submitted by StaticDet5 on Mon, 2007-03-26 11:12.

Kwok, is that "Yet" a hopeful future addition, or a tease to keep me drooling?
Thanks for cutting down my hours of code hunting though. I appreciate it.

Lastdreamer, I'm going to be playing with the files again tonight. I'll let you know what I get.

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Mod Designer

Re: Modding "Other" Engine Stats

Submitted by Fyron on Mon, 2007-03-26 15:46.

They are not listed as formula fields.


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Mod Designer

Re: Modding "Other" Engine Stats

Submitted by CP1985 on Thu, 2007-03-29 02:54.

Hi guys, I had some success doing this, I was working on a mod that had separate vehicle entries for the different engine types. The emphasis was that any ship using an Ion Engine had very slow acceleration as it is in real life. None of the fields are customizable to use formulas. I am hoping that it will indeed be a later feature request.

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Re: Modding "Other" Engine Stats

Submitted by StaticDet5 on Thu, 2007-03-29 18:56.

I'd love to see this as a feature, but I know there are many other things that take precedence.

Thanks for the quick responses.

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Re: Modding "Other" Engine Stats

Submitted by nod2003 on Thu, 2007-07-19 20:13.

I am trying to mod some engine stuff where i save time by clumping 3 engines into 1 component that is 3x as useful but how do i limit it so the ships cant go 3x as fast?

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Mod Designer

Re: Modding "Other" Engine Stats

Submitted by Fyron on Thu, 2007-07-19 23:05.

Each hull has a maximum engines requirement (VehicleSizes.txt).

Requirement 6 Description := This vehicle can only have a maximum of 12 movement.
Requirement 6 Formula := Get_Design_Ability_Component_Count("Movement Standard")

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