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

Range-dependent stealth?

arthurtuxedo's picture
Submitted by arthurtuxedo on Tue, 2007-09-04 20:50. SE:V MODs

Someone suggested an idea for my mod that I very much enjoyed: Make sensors lose strength with range so that a cloaked ship might be visible at 2 hexes but not 5, for instance. Only problem is I have no idea how to go about it. Is it possible?

Also, how to limit a component to one per ship? This will be necessary with regenerators once the new patch comes out since they stack now and I based their strength on the notion that they don't stack.

‹ Bolt weapon displays Unnamed's Mod version 1.05 released ›
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Re: Range-dependent stealth?

Submitted by Kilson on Tue, 2007-09-04 21:45.

Well as far as I know SEV uses a true false loop for detection, range is not factored in, and I don't think it can accept a formula for it. . You can try asking MM to add it but it will be after 90% of the bugs are fixed.

So the short answer is Not Possible

You can limit components, cant remember how off the top of my head. Maybe Fyron will come by and answer that one.

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Re: Range-dependent stealth?

Submitted by Kilson on Tue, 2007-09-04 21:46.

Sorry Double post,

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Re: Range-dependent stealth?

Submitted by LordDemon on Wed, 2007-09-05 04:45.

Actually, I think it might be possible, will just look a bit weird on component description:

You can put more then 1 property on component, right? Can you put the same property twice?
Is you can, put them like the below(not in code, just to make the point)

Property
Allows scanning on level 5 up to 2 sectors
AND
Property
Allows scanning on level 3 up to 4 sectors
AND
Property
Allows scanning on level 1 up to 6 sectors

This would make the Scanner range dependent. Scanning at level 5 up to 2 sectors, 3-4 at level 3, 4-6 at level 1.The further the target is, the worse the scan penetration, and easier it is to cloak.

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Re: Range-dependent stealth?

Submitted by Qcontinuum on Wed, 2007-09-05 05:46.

Sorry but this will not work (at the moment): a ship or unit will always have the maximum scanning level of its components combined with the maximum range of its components. In your example it would be level 5 scanning at the range of 6 sectors. I tried it with different components and the only solution possible at present was that I limited the number of sensors to one per ship/unit. Then you can chose to have either a vehicle with a long range but low level detection or short range with high level.

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Re: Range-dependent stealth?

Submitted by LordDemon on Wed, 2007-09-05 06:48.

Damn. Oh well, it was agood idea IMO. Too bad it won't work.

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Romulus68's picture
Mod Designer

Re: Range-dependent stealth?

Submitted by Romulus68 on Wed, 2007-09-05 09:42.

Per Fryon:

look here for the formula to make components restricted: Bottom of page 1.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Rilo57's picture

Re: Range-dependent stealth?

Submitted by Rilo57 on Wed, 2007-09-05 10:17.

So qcontinuum does that mean if you put a short range stealth detector on with a long range regular sensor that now you have a long range stealth detector?

SEV, more than a feeling.

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Re: Range-dependent stealth?

Submitted by Qcontinuum on Thu, 2007-09-06 05:28.

Yes

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