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-   -   New weapon ideas for SE:IV and V (http://forum.shrapnelgames.com/showthread.php?t=22000)

Fyron December 14th, 2004 05:37 PM

Re: New weapon ideas for SE:IV and V
 
Quote:

Puke said:
or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each...

That destroys the concept of the tech grid...

Quote:

Phoenix-D said:
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:

From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.

Ed Kolis December 14th, 2004 06:43 PM

Re: New weapon ideas for SE:IV and V
 
Quote:

Imperator Fyron said:
From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.

That wasn't the point... the point that was even with two, three, or more tech reqs, there might only be one Level parameter to play with in the gridding. Which is why I'm hoping for either multiple Level parameters, or the ability to use any field as a parameter (e.g. Tonnage Structure := [Tonnage] + 5 * [Tech Area Level 1]). SE4 has multiple tech reqs per item in some cases, but even so, there are no items with two Roman Numeral entries! http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: fixed quote tag

Fyron December 14th, 2004 08:02 PM

Re: New weapon ideas for SE:IV and V
 
Erm... I think you misunderstood. From what I understand, there will be a parameter for each tech req...

Suicide Junkie December 14th, 2004 08:30 PM

Component limit = 2^15
 
I am quite sure now that the maximum number of components that SE4 can handle is 2^15 = 32768

I have successfully loaded my mod with ~30500 components, while 35500 failed.

Mayday December 15th, 2004 02:02 AM

Re: Component limit = 2^15
 
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

Fyron December 15th, 2004 02:30 AM

Re: Component limit = 2^15
 
Quote:

Mayday said:
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

This is what we were discussing, and as of the Last thing I have heard on it, it will be doable.

ToxicSlurpee December 15th, 2004 11:02 AM

Re: Component limit = 2^15
 
Quote:

Mayday said:
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

Now that's an idea I would absolutely love to see. It would allow for a complex amount of weapon modding without needing to add 10,000 different components.


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