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Re: Modding Questions (especially need help for AI)
Yet another question... How exactly is the final maintenence value of a vessel determined? Say with the original maintenance set at 50, a 1K resource cost base (-50% maintenance bonus) of a race with a 125 maintenance aptitude is 250 resources in maintenance per turn. If a component is added (base still costs 1K) that reduces maintenence of a vehicle by 10%, when and where is it applied? Would the base's maintenance be 225, 200, or 75 resources per turn in maintenance costs (or something else entirely)?
Thank you very much! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding Questions (especially need help for AI)
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Note: Ships are hard-coded to have a minimum base maintenance cost of 5%. If you take 120 MA and Merchants culture, you still pay 5%, not 0%. The maintenance trait can be fixed (made multipilicative instead of additive) by making the base maintenance cost be 100 and giving all ships 75% maintenance reductition (and bases get 95 IIRC, check P&N for the exact value). The MA trait should then have its max increased, and cost per % lowered. |
Re: Modding Questions (especially need help for AI)
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I am willing to help out. Please look and answer into my post in the B5 thread. Rollo |
Re: Modding Questions (especially need help for AI)
Thank you very much Fyron and Rollo for info.
Bumping this topic to hopefully get answers to the Last 3 questions: Where in the component enhancement file should tech pre-reqs be placed? (or is this not enabled, saw differing opinions in previous threads) Do seeker weapon missile mounts work? I have tried and it seems to DISPLAY the change (and the size and dmg cap are changed), but damage and range seem to be unaffected in practice... Would the program snap if I had several components with the same family and, say 0 for the roman numeral? How about if there were duplicate racial tech component entries with the same family number and same roman numerals (say 2 racials and the standard ion engines I-III)? What would it do for the upgrade button when more than one component is better? Thanks very much everybody! http://forum.shrapnelgames.com/images/icons/icon10.gif [edit: had to add a question] P.S. is there a limit to the number of engines a ship can have / that max engines can be set at? [ January 05, 2003, 18:09: Message edited by: LostCommander ] |
Re: Modding Questions (especially need help for AI)
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</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Number of Tech Req := 1 Tech Area Req 1 := Troop Weapons Tech Level Req 1 := 1 Vehicle Type := Troop</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Quote:
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Re: Modding Questions (especially need help for AI)
"Where in the component enhancement file should tech pre-reqs be placed? (or is this not enabled, saw differing opinions in previous threads)"
Doesn't matter- it can be placed after any other entry. You won't see the mount listed in the results of research entry, and you won't get a log item saying you got it, but it will be there. "Do seeker weapon missile mounts work? I have tried and it seems to DISPLAY the change (and the size and dmg cap are changed), but damage and range seem to be unaffected in practice.." Mounts work for seekers- but only the launcher. In other words you can change size, damage resistance, cost, and supply used but not range, damage, seeker damage resistance. "P.S. is there a limit to the number of engines a ship can have / that max engines can be set at?" The max Standard Move a ship can have is 255. After that SE4 sets the move to 0 and re-starts the counting. The max a ship can move in a Simultanious game is 30 squares. Phoenix-D |
Re: Modding Questions (especially need help for AI)
Thank you all very much! All questions finished. http://forum.shrapnelgames.com/images/icons/icon7.gif
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