Posted: Thu Dec 17, 2009 5:23 am Post subject: A few modding questions
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?
Posted: Thu Mar 25, 2010 9:14 pm Post subject: Re: A few modding questions
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. Back to top
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