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Image de RogerN

Question re: map compiler, background images

Soumis par RogerN le Mer, 2007-11-28 09:16 SE:V MODs

I was looking at the official map compiler and saw the following lines in the sample map:

Number of Stellar Background Images := 1 Stellar Background 1 Side := 2 Stellar Background 1 Xpos := 1 Stellar Background 1 Ypos := 1 Stellar Background 1 Bitmap Filename := Skybox014.bmp

Any idea what this is supposed to do? When I compile the map and play on it, I do not see this bitmap anywhere. The actual skybox image used appears to be SkyboxEmptySpace.bmp.

» 5 commentaires

Is a resource system like Stars! moddable??

Soumis par pkoko le Mer, 2007-11-28 15:00 SE:V MODs

I wrote some this before but I think in the general forum. It is more appropiate here.

I would love if SEV followed the stars! method of resources. In stars! you have 3 main metals or resources like SEV with addition of aditional non harvestable resource called "resources". I know it is confusing. So I may interchange that with man-hours. You get those resources or manhours mainly form the population and the facilities on the planet.

Description of the Stars! System
So If your empire doesn't have the desired metals then you can't build that ship/factory/mine. In stars factories required lots of Guaranuim; if you are low on them. then you can't build them.

» en lire plus | 19 commentaires

Armor Repair Bay

Soumis par frvwfr2 le Mer, 2007-11-28 16:20 Space Empires V General

Any possible way to make a repair bay, that ONLY repairs armor? I was messing around in the GUI and didn't see any way to specify it to be armor... In the ability description, the game doesn't even look at that right? It just looks at the type, and component is the only part.

» 5 commentaires
Image de inigma

Balance Mod AI script deciphering questions

Soumis par inigma le Mer, 2007-11-28 17:44 SE:V MODs

Kwok, I'm doing my best to understand AI development so I can help make AI for BM.

I was curious about this line in AI Global Settings:

The function is function Set_Race_Design_Types

and the line is under the attack ships wanted area:

set num_wanted := Sys_Trunc(lng_Num_Attack_Ships * num_colony_spaces / 500)

How does this calculate the number of attack ships wanted? I see its based on number of facilities, but I am not sure how it computes. Can you give me an example? I guess I am not sure what the value of lng_Num_Attack_Ships is unless its the number of existing attack ships, which doesn't seem to make sense. Maybe my math is wrong, but it appears the result I return by hand is an ever-increasing number. Can you give me two examples of how this formula for wanted attack ships work? Thanks!

» en lire plus | 12 commentaires

Sniper Weapon

Soumis par frvwfr2 le Mer, 2007-11-28 21:51 SE:V MODs

What stats would you give an armor ignoring, long range weapon? Everything including projectile type, range, damage recharge etc.

» 4 commentaires
Image de Lonewolf187

Critical hits

Soumis par Lonewolf187 le Mer, 2007-11-28 21:57 Space Empires V General

Hello everyone:
I was wondering, does SEV have critical hits in combat? If it does what modifies the chance for a crit hit?

» 3 commentaires

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