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

Only one whatever per ship/planet effective

Soumis par Brad le Jeu, 2006-11-30 06:47 SE:V MODs

Is the whole "Only one x per ship" thing hardcoded or a data file thing? Example: defence bonuses. You can have ECM combined with scattering/stealth armour, but scattering and stealth don't combine in stock (I think this may be an error - they stacked in SEIV). They do stack in Balance Mod, although for the life of me I can't figure out the significant bit in the components.txt file.

So, in short, what is it that controls Only One Suchandsuch Per Ship/Planet?

‹ SW Shipset Teasers ScriptParser not compiling my AI File (probably a very basic error) ›
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Image de Captain Kwok
Mod Designer

Amount2 controls stack

Soumis par Captain Kwok le Jeu, 2006-11-30 08:53

The ability amount 2 is what determines if ECM/Combat bonuses stack with each other. In SE:IV, it was family number.

I think though production bonuses from facilities are hard-coded not to stack.

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Space Empires Depot | SE:V Balance Mod

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Image de Rilbur

Oh?

Soumis par Rilbur le Jeu, 2006-11-30 11:11

Captain Kwok wrote:
The ability amount 2 is what determines if ECM/Combat bonuses stack with each other. In SE:IV, it was family number.

I think though production bonuses from facilities are hard-coded not to stack.

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Space Empires Depot | SE:V Balance Mod

So if they have differen't amount 2's, they stack? Is there any way to manipulate that control to get identical items to go ahead and stack?
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Image de Captain Kwok
Mod Designer

Not likely...

Soumis par Captain Kwok le Jeu, 2006-11-30 11:39

Not any way I can think of.

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Space Empires Depot | SE:V Balance Mod

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Image de Rilbur

Stuff to bug Aaron about...

Soumis par Rilbur le Jeu, 2006-11-30 22:59

Captain Kwok wrote:
Not any way I can think of.

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Space Empires Depot | SE:V Balance Mod

Well, my list of things to bug Aaron for grows....

A) Customizable hit'n'miss categories (did the ship dodge my shot or did I shoot in the wrong place because its ECM spoofed me);
B) Modder-controled decision on if a given effect (any effect!) stacks;
C) The ability to add to sensor/cloak levels rather than "set" them in an ability (e. g. a hull is designed for stealth, so adds an effective level or 3 to the cloaking effect, or a Combat Information Center allows you to make the most of your sensors, adding another level or two to them).
D) Include a duplicate set of size display scalars in vehiclesizes.txt so porting shipsets into mods will be easier (e. g. the modder doesn't have to change every single shipset to be used to make the models show up the right size, he can just point at the existing models and say "make it about 1.5 times the nominal size of the battleship model" and then players can just plug their favorite shipsets in no problem).

There are a few others, but I can never remember 'em.
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