Modding "Other" Engine Stats |
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.

Re: Modding "Other" Engine Stats
Good idea though, making a subclass of full sized ships into fighters.
SEV, more than a feeling.
Re: Modding "Other" Engine Stats
it's possible to set ship statistic fpund in VehicleSize.txt directly dependent on tech?
Re: Modding "Other" Engine Stats
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.
Re: Modding "Other" Engine Stats
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?
Re: Modding "Other" Engine Stats
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")




Re: Modding "Other" Engine Stats
There's no active ability yet that can be used to modify maneuvering.
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Space Empires Depot | SE:V Balance Mod