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-   -   Small Mod Experiment (http://forum.shrapnelgames.com/showthread.php?t=36001)

Ed Kolis September 11th, 2007 03:31 PM

Re: Small Mod Experiment
 
Yeah, that would've been cool for a MOO2-based mod, where the government types had all sorts of cool bonuses and stuff.
Of course, nothing's stopping you from redoing all the government types as racial traits! http://forum.shrapnelgames.com/image...ies/tongue.gif

Baron Munchausen September 11th, 2007 06:14 PM

Re: Small Mod Experiment
 
There may be indirect ways to get these effects, though. You can access quite a bit of information about empires through functions in Facilities and Components formulas. The cost or performance of the facilities and components themselves could thus be adjusted in ways influenced by tech level or even (perhaps) empire size. But it would be awfully tedious to have to keep re-editing all those formulas as you tweaked your mod balance. http://forum.shrapnelgames.com/images/smilies/happy.gif

MrToxin September 13th, 2007 05:12 AM

Re: Small Mod Experiment
 
Quote:

Fyron said:
Could you please add some line breaks in the code tags you used? They are breaking they page formatting. Thanks.

Sadly, I don't think there is a function to return the empire's government type available to facilities. I may be wrong, but I don't recall seeing anything in the past. There is an unused "Government Center" ability, but that's about it.

I added line breaks. Yeah, table breaking ain't cool.

That would end up needing to be a call in the government's abilities with another funny ability there. I do hope they can stack that way but I haven't tested it myself yet.

Of course, there is also the possibility of having racial traits for the governments allowable, depending on the race's attitudes and all. Base them off of empire_has_racial_trait and give specific technologies based on the racial traits.


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