.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   SEV Modders Knowledge Base (http://forum.shrapnelgames.com/forumdisplay.php?f=154)
-   -   Modding SEV Thread Questions (http://forum.shrapnelgames.com/showthread.php?t=30358)

Spectarofdeath October 15th, 2006 03:37 PM

Re: Modding SEV Thread Questions
 
Are we able to build or mod in a certain structure that can only be built once?

President_Elect_Shang October 15th, 2006 08:56 PM

Re: Modding SEV Thread Questions
 
What if I have a ship component and I want the first version of it to be open for development at tech level x1 and tech level y1. However, I do not want the second version to be developed till tech level x12 and tech level y3. Can that be coded? Put another way:

I want to make a ship component “Funky Monkey 1” and “Funky Monkey 2”.

Funky Monkey 1 can be developed at tech level x =1 and tech level y =1.
Funky Monkey 2 can be developed at tech level x=12 and tech level y=3.

I want this to be generational (one component) so I can write the component Maximum Level as 2. At this time I have them written as two components with Funky Monkey 1 set to disappear when research for Funky Monkey 2 has been completed.

Phoenix-D October 15th, 2006 09:13 PM

Re: Modding SEV Thread Questions
 
Possible.

requirement 1:
Get_Empire_Tech_Level("x") >= (1 + ([%Level%] - 12))
requirement 2:
Get_Empire_Tech_Level("y") >= (1 + ([%Level%] - 3))

should do it..

Suicide Junkie October 15th, 2006 09:46 PM

Re: Modding SEV Thread Questions
 
I think you meant to put multiplication instead of subtraction.

This should work better:
requirement 1:
Get_Empire_Tech_Level("x") >= ([%Level%] * 11 - 10)
requirement 2:
Get_Empire_Tech_Level("y") >= ([%Level%] * 2 - 1)

Level 1 requires X >= (11-10 = 1) and Y >= (2-1 = 1)
Level 2 requires X >= (22-10 = 12) and Y >= (4-1 = 3)

President_Elect_Shang October 15th, 2006 11:06 PM

Re: Modding SEV Thread Questions
 
Apologies gentlemen; however, I am just too slow to follow those examples. I have decided to leave them as separate components that phase out. Now how about something a little less complex, how would I tackle this one?

I have the component “Bottomless Fiend Grinder” [BFG] and I want another generation to come available every other level. So for example:

At tech level 1 you get BFG 1.
At tech level 3 you get BFG 2.
At tech level, ya Ok you get the idea…

How would I do that?

Suicide Junkie October 16th, 2006 01:35 AM

Re: Modding SEV Thread Questions
 
Requirement:

GETL("x") > [%Level%] * 2

Captain Kwok October 16th, 2006 07:40 AM

Re: Modding SEV Thread Questions
 
Quote:

Suicide Junkie said: GETL("x") > [%Level%] * 2

...or GETL("x") > (([%Level%] * 2) - 1) for an odd series.

President_Elect_Shang October 16th, 2006 08:52 AM

Re: Modding SEV Thread Questions
 
Ok; now I understand this and the other formula (1st and 12th tech level)! I was way over thinking the whole thing. Thanks guys, back to the grind till the next question.

President_Elect_Shang October 16th, 2006 10:45 AM

Re: Modding SEV Thread Questions
 
If I use a formula that generates a fraction what will SE do? Choke and die, round up, round down, or ignore all fractions?

Captain Kwok October 16th, 2006 11:11 AM

Re: Modding SEV Thread Questions
 
Most formulas can do decimal entries and the result is either rounded off or used as is depending on what it is affecting. For example, damage is rounded to whole number, while population reproduction or sight level is not. Formula fields that don't use decimals usually return a value of 0.


All times are GMT -4. The time now is 11:52 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.