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

Supply use reduction

Soumis par LordDemon le Mer, 2008-08-20 04:18 SE:V MODs

I was trying to mod supply use reduction, hoping to get an effect where experienced ships/fleets would use less supply then inexperienced.

I copied the effect from the racial trait, and got it visible in the ship description, but failed to get it to work. I even altered the supply usage of the engines so i could better see the effect, but there seems to be no noticable effect at all I tried "space pbject" and "sector-This player" as scopes, but neither did anything.

Does anyone have any ideas how to get this to work? Also, would it also affect weapons?

‹ ? on effect with 2 scopes Space Dock suggestion ›
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Re: Supply use reduction

Soumis par azacool89 le Mer, 2008-08-20 05:05

hmm Have you tryed supply production in the experience rank thingy. I don't know how that would help but you could try making components generate negative amounts and have experienced ones generate supplies to counter it... Just a thought.

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Re: Supply use reduction

Soumis par LordDemon le Mer, 2008-08-20 06:28

That would cause ships to lose supply while stationary, something that I don't want.

I'd just want the more emperienced ships/fleets (which ever I place the ability in) to do more with the same amount of supply.

Does anyone know if the supply reduction affects weapons?

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Re: Supply use reduction

Soumis par azacool89 le Mer, 2008-08-20 13:53

supply reduction affects weapons... i Liked it in seiv as it decreases the total amount by 25% not every component usage by 25%. (rounding can affect it)

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Re: Supply use reduction

Soumis par Dark_Lizerd le Jeu, 2008-09-18 04:00

Use supplies while stationary???? Don't your crews eat???
Master computer would negate this... altho, it would use power to keep itself running...
If supplies were split into:
drive fuel - used by ship for movement, no fuel = no move
Food stock - what the crew eats, no food = no crew = abandon ship
ammo - what the weapons use... could break down by weapon types... no ammo = no weapons fire, however, energy based weapons ups power, not ammo...
reactor fuel (used by the nuclear reactors)- powers the ship, life support, shields, and master computer, no power = abandon ship...
could have different sizes and tech levels for power generation... (like star fury...)

and if you go that way...
Buzzard ram scoops - collect fuel in space... could have bonuses around gas giants...
Hydroponics bay - grows food...
Quantum reactor - generates more power than nuclear reactor for same fuel cost... IE: uses less fuel per turn...

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