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Spaceempires.net :: A few modding questions :: View topic
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A few modding questions

 
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Lorq13
Space Emperor


Joined: Oct 03, 2007

PostPosted: Thu Dec 17, 2009 5:23 am    Post subject: A few modding questions Reply with quote

I have e a couple of questions;

Is there a way to modify damage dealt to planets(pop and facilities) dependent on if the planet is domed? It makes sense to me that domed colonies are easier targets, and should take more damage.

Is there a function to see if any of your population is present in another empire? I wish to implement a modifier that will increase intel attacks if your people are present in your target's empire.

Is it possible to give missiles a miss chance? I want to make a jamming component that gives a straight miss chance to incoming missiles.

Do you mind, Captain Kwok, if I use you BM as a base for a mod I have been working on?

Thanks in advance for any help.


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Lord-Aries-Greymon
Space Emperor


Joined: Sep 26, 2007

PostPosted: Thu Mar 25, 2010 9:14 pm    Post subject: Re: A few modding questions Reply with quote

First, I am aware this is a horrible horrible necro, But it seems no-one ever answered the poor guy.

Lorq13 wrote:
I have a couple of questions;

Is there a way to modify damage dealt to planets(pop and facilities) dependent on if the planet is domed? It makes sense to me that domed colonies are easier targets, and should take more damage.


This should be possible. The game makes repeated checks to see if your race can breathe the planet's atmosphere, thus determining domed versus undomed. Using the same check for damage seems dooable from what little I know.

Lorq13 wrote:
Is there a function to see if any of your population is present in another empire? I wish to implement a modifier that will increase intel attacks if your people are present in your target's empire.


One: It's not your people if they're part of the other guy's empire. Your species? yes, but not your people.
Two: I don't believe so. But, I'm not very good with that kind of game modding.

Lorq13 wrote:
Is it possible to give missiles a miss chance? I want to make a jamming component that gives a straight miss chance to incoming missiles.


Yes/No
No because of how missile are currently done. The only current way for them to "miss" is by going beyond their range(Read Missile range as fuel limit for the missile)
Yes, because you can edit all missile to direct fire type weapons, and change their miss chance to a flat 0, then make the component add to that 0, thus making them likely to miss.

Lorq13 wrote:
Do you mind, Captain Kwok, if I use you BM as a base for a mod I have been working on?


Not being Qwok, I can't give a truly definitive answer to that. However, fire it off to Qwok directly and you should receive a prompt answer.

Lorq13 wrote:
Thanks in advance for any help.


If my answers were actually usefull to you? then not a problem.
If they weren't? Still not a problem.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri Mar 26, 2010 12:41 pm    Post subject: Reply with quote

It's not possible to modify the damage done by weapons to be more/less based on the planet's dome status.

I don't recall being able to identify population by name in the scripts, so I don't think you'll be able to achieve the intel modifier that you want.

Making the missile weapon a direct fire weapon might cause issues with the auto-fire nature of point-defense.

---

Feel free to use the Balance Mod for you base.


Space Empires Depot | SE:V Balance Mod


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Lorq13
Space Emperor


Joined: Oct 03, 2007

PostPosted: Mon Apr 05, 2010 5:19 am    Post subject: Reply with quote

Thank you for the replies.

I believe that was not horrible necro.. but the good kind. Cool


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Apr 05, 2010 7:33 pm    Post subject: Reply with quote

Necro? it wasn't even a month...

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