Alpha_Vortex

Alpha_Vortex

Joined Member # 2414312
2 Posts 5 Replies 312 Reputation

Does "additional ship extras for more options" mean the component code has been significantly reworked to allow greater modding flexibility?

223 Replies 115,341 Views

You can already do that. Its the animation line. Its not Complaining Aeq. The core game is fine. However, this game is simply not living up to its "easily modable" label until some things in this file are turned around pretty drastically. I've checked, and not even multiple class tags in the same category (I.e., missiles and beam) are useable. it just defaults to anything unexpected to a mass weapon.

4 Replies 4,672 Views

One thing that doesn't make sense and is bugging me is the component inflation value ( or something to that affect in the data file). What is the justification for making components take up more space on larger ships than smaller ones? Its not like a laser on a fighter takes up insanley more space if you stick it on that battleship. Yes, its easy to mod and get rid of, but why is it there in the first place? It essentially limits firepower o

6 Replies 8,055 Views

As I stated in my weapon data post, rewrite the component types file into one universal language, enabling any number of arguments for each component. Weapons with sensor data, all 3 attack values, and armor rating, etc. etc. Hulls could be assigned a natural sensor value, any number of things would be possible. As it stands, its virtually impossible to do anything in this file besides change the quantity values. Modding is impossible.

16 Replies 12,728 Views

:: UPDATE :: After much expermintation today, I have deduced that this is currently impossible unless the devs inable it to be so. Weapons, Defense, everything has their own tags, and simply ignore any arguments that they don't like. Trying to stick a argument into the weapon tag failed, and in hindsight for an obvious reason. , , , , etc. etc. all are the arguments to build a new compon

4 Replies 4,672 Views

I've been messing around with GalCivII data in an effort to determine what is and is not moddable. I have succesfully gotten multi-tech requirments working (albit suboptimally), and am now going for weapon data. Namley, I'd like to get it so weapons and armor can have defense and attack values. For Example, a PD cannon would have a small amount of Mass attack, or lasers would be able to have a small amount of missile defense. I have tried

4 Replies 4,672 Views