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Re: More data weirdness
There is a bug in 1.08 that will allow those to match even though they shouldn't.
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Re: More data weirdness
Why do troops run when they have only received minor damage? I mean seriously; I have seen troops who have lost a little over half their armor turn and run. What setting controls this?
Edit: I seem to have a problem with what appears a simple question. Maybe I need more coffee? Anyway I want a component that will base its level off of two other tech areas. Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1) So when a player has Industrial Tech 2 and High Tech 3 the resulting item will have a level of 5 (2+3=5). How would I write that one? |
Re: More data weirdness
bump
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Re: More data weirdness
PES - It was a bug with troops. It has been fixed post v1.08, so looked for it in Mon/Tue patch.
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Re: More data weirdness
Cool, what about the second part of my question; the edited in portion?
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Re: More data weirdness
Some time ago we talked about creating a weapon whose damage was depending on some other component (like batteries for electric weapons).
I tried with the following: Weapon Type := Direct Fire Weapon Delivery Type := Energy Bolt Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Building Weapon Damage Type Formula := "Normal" Weapon Space At Range Distance Increment := 10.0 Weapon Space Min Damage At Range := 0.0 Weapon Space Max Damage At Range := 0.0 Weapon Space To Hit Modifier At Range := 0.0 Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0) Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0) Weapon Space To Hit Modifier Formula := 0 Weapon Ground At Range Distance Increment := 10.0 Weapon Ground Min Damage At Range := 0.0 Weapon Ground Max Damage At Range := 0.0 Weapon Ground To Hit Modifier At Range := 0.0 Weapon Ground Min Damage Modifier Formula := 0 Weapon Ground Max Damage Modifier Formula := 0 Weapon Ground To Hit Modifier Formula := 0 - [%Range%] Weapon Reload Rate MS Formula := 10000 Weapon Display Type := Bolt Weapon Space Display Effect Name := Small Bolt 6 Weapon Ground Display Effect Name := Bolt 6 Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion Weapon Sound Effect Name := Small Telekinetic Projector Weapon Bolt Speed := 0.06 and the link component has: Ability 3 Type := AI Tag 02 Ability 3 Description := Provides the ship with 5kT of strength. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 5 Ability 3 Amount 2 Formula := 0 But it seems the function Get_Design_Ability_Total does not work in this formula. Would someone have an idea about this problem ? http://forum.shrapnelgames.com/image...s/confused.gif Thanks in advance http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: More data weirdness
Have you tried:
Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0) Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0) |
Re: More data weirdness
Quote:
Can anyone tackle my question? I want to make a component whose total level is based on the total of two tech areas. Here is what I have so far: Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) OR Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1) In my test game I have not gotten far enough to attain High Tech 1. I have only reached Industrial Tech 2 and thus far the components level is “Level 2” right where it should be. So does anyone want to take a stab at this? |
Re: More data weirdness
That won't give you the total of the two, PES. What it'll do is base the level on the higher of the two (most likely..).
If you want it based on the average between the two, it'd be simpler to do: ((Get_Empire_Tech_Level("Industrial Tech") + Get_Empire_Tech_Level("High Tech")) / 2) >= (1 + ([%Level%] - 1)) |
Re: More data weirdness
So I am allowed to add them together in one line... ahh!
I thought I had to seperate them with something, like AND, OR, anything. Cool! |
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