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-   -   Modding SEV Thread Questions (http://forum.shrapnelgames.com/showthread.php?t=30358)

MrToxin October 27th, 2006 04:16 PM

Re: You\'re thoughts please!
 
OK, so just how does combat movement work? I saw the listings in the componets file on the engines, but I haven't quite pieced it together. Would somebody be so kind as to explain it to me? I'd rather know before I get to work on putting QNP in, as well as dabbling in stuff like maneuverability mods and defense modifiers based on them.

Phoenix-D October 27th, 2006 04:25 PM

Re: You\'re thoughts please!
 
Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.

How it works: Take the ship's movement points, multiply it by the value above, then ADD any "Combat Movement" values.

aegisx October 27th, 2006 09:06 PM

Re: You\'re thoughts please!
 


Do functions get overriden? So if I declare a function in the Main script file, and the same one exists in an included script, will the new one override the old?

Captain Kwok October 27th, 2006 09:12 PM

Re: You\'re thoughts please!
 
The Empire specific scripts will overwrite any variables etc. in the general AI files.

But if you wanted to make a special design creation sequence for your modded race, you could modify the default one and give it a new name and include that file as a reference in place of the other script in your AI's main script file.

aegisx October 27th, 2006 09:36 PM

Re: You\'re thoughts please!
 
Thats what I had been doing. It would be a pain to manage as the base scripts change though, would have to merge them into the new script.

pujal October 28th, 2006 04:55 AM

Re: You\'re thoughts please!
 
Digging through the ai scripts, found this:
<font class="small">Code:</font><hr /><pre>
//------------------------------------------------------------------------
// Compute_Spending_Resources
//------------------------------------------------------------------------
function Compute_Spending_Resources returns boolean
params
vars
total_resources: Resources
begin
return TRUE

call total_resources.clear()
call total_resources.Add(Sys_AI_Empire_Stats_Get_Curren t_Resources(sys_long_Player_ID))
call total_resources.Subtract(Sys_AI_Empire_Stats_Get_T otal_Queue_Usage_Per_Turn(sys_long_Player_ID))

call gbl_resources_vehicles.assign(total_resources)
call gbl_resources_vehicles.multiply(lng_Overall_Spendi ng_Pct_Vehicle_Construction / 100)

call gbl_resources_units.assign(total_resources)
call gbl_resources_units.multiply(lng_Overall_Spending_ Pct_Unit_Construction / 100)

call gbl_resources_facilities.assign(total_resources)
call gbl_resources_facilities.multiply(lng_Overall_Spen ding_Pct_Facility_Construction / 100)

end
</pre><hr />
Correct me if I'm wrong, but this code is never run in the begin/end statements as it returns right at the beginning??

aegisx October 28th, 2006 10:35 AM

Re: You\'re thoughts please!
 
Is there a way, in a csf script, to get what turn you are on? i.e 5,10,15?

shinigami October 28th, 2006 12:13 PM

Re: You\'re thoughts please!
 
There are several date related references in the script sections of MainStrings.txt.

As for how to use them... haven't a clue. http://forum.shrapnelgames.com/images/smilies/wink.gif

Raapys October 28th, 2006 12:15 PM

Re: You\'re thoughts please!
 
<font class="small">Code:</font><hr /><pre>set gbl_ai_state_date_of_last_attack_state := sys_long_Game_Date</pre><hr />

Suppose sys_long_Game_Date is the current date, then? And Sys_Get_Game_Start_Date could be used to get the start date.

MrToxin October 28th, 2006 04:40 PM

Re: You\'re thoughts please!
 
Hmm...OK, got that part about the movement points and what not and then did some good old hard testing to see how stuff works, but I'm a bit lost on how to add something like a maneuvering thruster to make a ship, for instance, turn faster. Though, I think that making a ship harder to hit would be a matter of adding a function in the defense modifier of the ship based on movement points and turn speed. That I'll need to explore, but again I don't know what command to put in the script.

OK, another question...I noticed that, in the racial traits, it has a field for requirements. What, exactly, can I put in there and how do I make abilities have other abilities as requirements?

Edit: OK, so after digging through the tech files, I'm thinking "Empire_Has_Racial_Trait" is probably just what I want. I'll try it and post the results here.


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