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

Elsemeravin November 25th, 2006 11:20 AM

Re: Unit Launch options
 
Are you sure it is not per year instead of per turn ? (just in case)

MrToxin November 25th, 2006 01:51 PM

Re: Unit Launch options
 
Quote:

Q said:
Tried it with the urban pacification center where I added a third ability:

Ability 3 Type := Planet Population Loyalty
Ability 3 Description := Urban Pacification Center improves population loyalty in this system by [%Amount1%]% each turn.
Ability 3 Scope := System - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 0.5)
Ability 3 Amount 2 Formula := 0

This displays an effect of 5.5% increase of loyalty per turn in the system. But it does not work.

That may warrant some exploration, then. It may only work on a galaxy-wide or specific planet basis.

President_Elect_Shang November 27th, 2006 02:39 AM

Re: Unit Launch options
 
Quote:

MrToxin said:
Hmm...actually, after searching through all the files, I think there may be... Abilities_Const 113 := Planet Maximum Population

Well I can’t recall ever seeing that line, and then again there are so many… I suspect this is an ability that is not yet in use. There are other abilities listed there that have no known effect but only testing will tell for sure!

MrToxin November 27th, 2006 09:58 PM

Re: Unit Launch options
 
Quote:

President_Elect_Shang said:
Quote:

MrToxin said:
Hmm...actually, after searching through all the files, I think there may be... Abilities_Const 113 := Planet Maximum Population

Well I can’t recall ever seeing that line, and then again there are so many… I suspect this is an ability that is not yet in use. There are other abilities listed there that have no known effect but only testing will tell for sure!

Yeah, that's the big one I'm tinkering with right now...if all else fails, I'm thinking having various technologies referenced in the planet size file itself. I assume pretty much everything can be a forumla, correct?

President_Elect_Shang November 28th, 2006 12:05 AM

Re: Unit Launch options
 
As long as you see the word formula to the left on the same line! http://forum.shrapnelgames.com/image...es/biggrin.gif

Kana December 4th, 2006 06:48 PM

Distance Increments?
 
Anyone have any idea what scale 1 hex is supposed to be on the System map?

I know that in combat the term LS, or Light-Second is as the increment descriptor of range. A LS being about 300,000km.

What is the total possible size of the combat area? I guess the maximum retreat area? I would assume what ever that number is the size in LS of the combat area, which would then be the rough area of a hex on the system map in LS.


Phoenix-D December 4th, 2006 07:10 PM

Re: Distance Increments?
 
Don't even try to make sense of the numbers. It'll break your head. http://forum.shrapnelgames.com/images/smilies/happy.gif Example: a frigate moving at 12 KM/s will, in reality, cross a LS in 25,000 seconds or about 7 HOURS. In SE5, that takes less than a second.

Captain Kwok December 4th, 2006 07:41 PM

Re: Distance Increments?
 
I personally treat the ranges in combat as Km.

Phoenix-D December 4th, 2006 07:48 PM

Re: Distance Increments?
 
Which means that a CSM fired from a laucher heavier than most current navy ships has less range than the missiles those ships carry..

President_Elect_Shang December 4th, 2006 08:17 PM

Re: Distance Increments?
 
The max the combat map can be set at is 5000 I believe. Now I took a ship of known speed (8km/s) and entered the combat area with another ship (in the simulator). I timed how long it took for the ship to travel from one side of the map to the other in a straight line. Yes I am nuts and yes I do have massive amounts of patience. It took20:97:655 but lets just say 20 minutes and 18 seconds or 1,218 seconds. Now using the old formula we get:

d=8*1218 which works out to 9,744 units. Far too short of a light second.

Did I do this right? Where is Fyron when you need him?


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