Lodinn wrote:Ah, and not the off-topic question:
Is there any way to make monster's weapons available for the player? I've set "Technology required" field to something that could be achieved (the same as needed for the SC, for example), and it still doesn't appear in the ship design.
Probably there is no support for monster weapons to be seen in ship constructor menu. It needs technology and description, but there is none for it. Although it's possible to add manually monster weapons to a ship via save editor.
Lodinn wrote:Also, in order to learn more about dmg mechanics (data I've found in internet is kind of contradictory)
Two ways to learn real mechanics - conduct experiments by yourself or better yet read through the code. I didn't see any good guides on the web except for Gontzol's, but its not fully accurate either.
Lodinn wrote: I've removed all the excluded specials for the Damper field, and it became clickable after been chosen once, but cannot be actually added (judging by how the game complaints, each special is intrinsically unique). Also, even after that shields-related specials are not selectable, and the whole thing appears to have a very little effect.
What do exactly these "excluded" fields change, then?
To tell the truths its the first time I noticed it includes these columns. In original ocl they weren't deciphered and I just never payed attention.
Well, it might be there are additional places in the code, which fastens excluded specials, but these flags don't have connection to it. For example so was with the mods - you could add overloaded mod to the missiles but it didn't work, since there was a bit mask to be set elsewhere. Nirran added this data to the editor after A.T. found it.
As for putting double special on the same ship, I think it will be impossible in any case.