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

Anyone work these out?

Submitted by Tilarium on Mon, 2008-07-14 22:08. SE:V MODs

I use BM.... for the record, so yeah.

Anyone figure out how to do research and intel on a space station? No so much concerned with making science ships but would be nice for a station in a remote sector to have research and intel facilities. Also, anyone figure out how to do things like captains and crews and such? Best way I can think of is to make them components but wouldn't it be more logical to beable to move the crew and captains around? War breaks out? Train alot of war captains and have that captain replace a ships current captain that isn't a war captain! Only way I can think of is cargo.. but how would you generate them? How do you limit it to one of the type (captain) per ship? Can you make it so a peice of cargo (captain and crews) give a bonus to the ship?

Kyle

‹ Cap Missile Research problem Domine's Universe - Work in Progress ›
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Re: Anyone work these out?

Submitted by Randallw on Mon, 2008-07-14 22:38.

The devnull mod has research departments for bases. I tried using them once and they failed. There's something about only being in orbit of a colony I think.

In SE4 captains were a component, for the Star Trek mod I think.

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Re: Anyone work these out?

Submitted by Captain Kwok on Mon, 2008-07-14 22:44.

Space Labs will only contribute research if they are in orbit of a colony.

You can do Captains/Admirals as components. The nice thing about SE5 is that you can have different scopes, so while a captain component might improve a ship's combat skills - an admiral component could boost all ships in a sector etc.


Space Empires Depot | SE:V Balance Mod

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Re: Anyone work these out?

Submitted by Lucifer Domine on Tue, 2008-07-15 22:42.

You can make captains as a Unit Type (like troops) and edit UnitTypes so that type of unit gives it's abilities to the ship carrying it while it is cargo... unfortunately, it will also give it's abilities to planets while there... and starbases... and all other units of that type will do the same (so if you use troops, all ships carrying them will gain the bonuses of troop combat sensors, and the ability to fire troop weapons that have space ranges Sticking out tongue

EDIT: I'm unsure if you can use UnitTypes to add entirely NEW categories of units...

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Mod Designer

Re: Anyone work these out?

Submitted by Fyron on Tue, 2008-07-15 23:27.

You can; just copy an entry and make a new one.


SpaceEmpires.net | Space Empires Wiki

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Re: Anyone work these out?

Submitted by rahlubenru on Fri, 2008-07-18 05:01.

If you do make the troop thing it might be advised to set the ability to one per... and see if that works to prevent the bonuses stacking/being applied to the wrong thing, if you can manage it, not tried myself but it could work maybe.

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Re: Anyone work these out?

Submitted by Lucifer Domine on Fri, 2008-07-18 11:55.

Generally bonuses like that are one per in the system coding. Nothing really prevents you from building multiple Mineral Scanners on a planet, but the bonus from them does not stack because the facilities have the same name. Same would go for Captains as a troop type.

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Mod Designer

Re: Anyone work these out?

Submitted by Fyron on Fri, 2008-07-18 12:07.

Such abilities do not stack because its the same ability, not because the facilities have the same name.


SpaceEmpires.net | Space Empires Wiki

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Re: Anyone work these out?

Submitted by Lucifer Domine on Fri, 2008-07-18 12:24.

Same ability and same scope then... I know Mineral Scanners stack with the system version of the same ability. So the only way to get them to stack for captains would be one to have Space Object while another had System.

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Re: Anyone work these out?

Submitted by Lucifer Domine on Fri, 2008-07-18 13:55.

Wait... would that mean a galactic research bonus from a Cultural Achievement would not stack with a galactic research bonus from race or a galactic research bonus from government type?

The item adding the bonus must also be a factor - so a facility bonus of a specific scale would not stack with other facility bonuses of the same scale, but doesn't preclude a component bonus from cargo that applies to parent of the same scale...

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