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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.
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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. |
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? |
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. |
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.
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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?? |
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?
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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 |
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. |
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. |
Re: You\'re thoughts please!
I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching for something, and end up at a thread with 100s of posts, since the forum software doesn't link properly in them (unless maybe it just doesn't like non-default settings...).
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Re: You\'re thoughts please!
If you log out before doing your serach, the defaults work better for the search links.
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Re: You\'re thoughts please!
Yeah, but it would still be better to have separate threads, I think.
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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
Its a file, and it wasn't included in the retail version. Its around here on the forums somewhere..
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Re: Modding SEV Thread Questions
I've posted the Description files here:
http://www.captainkwok.net/se5resources.php/ Keep in mind they are not 100% accurate or up to date. |
Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
This link does not work for me:
http://www.captainkwok.net/se5resour...ptionFiles.zip |
Re: Modding SEV Thread Questions
Correct link:
http://www.captainkwok.net/files/DescriptionFiles.zip |
Re: You\'re thoughts please!
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I guess if we make threads having to do with individual data files, or individual concepts like missiles, fighters, ships, shipsets, AI...etc... |
Re: You\'re thoughts please!
Like this thread?
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Re: You\'re thoughts please!
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See what I’m saying? |
Re: You\'re thoughts please!
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About TechAreas.txt and requirement
With my newly arrived SEV version I can at least make modding from theory to practice.
I'm been trying to modify the TechAreas.txt file, but I met my first problem. What I would like to do is: Tech A has 10 levels Tech B has 30 levels, with the restriction that Level Tech A * 3 >= Level Tech B Which means that you need to continuously research Tech A in order to be able to progress in Tech B. I tried the following: Name := A Group := CG_General Topic Description := Tech A. Picture Number := 32 Maximum Level := 10 Level Cost := 50000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 0 Name := B Group := CG_Specialization Description := Tech B. Picture Number := 104 Maximum Level := 30 Level Cost := 10000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 2 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in A. Requirement 1 Formula := Get_Empire_Tech_Level("A") * 3 >= [%level%] It doesn't work at all, seems like [%level%] is not used in that part of the program. Then I tried: Name := A Group := CG_General Topic Description := Tech A. Picture Number := 32 Maximum Level := 10 Level Cost := 50000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 0 Name := B Group := CG_Specialization Description := Tech B. Picture Number := 104 Maximum Level := 30 Level Cost := 10000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 2 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Astrophysics. Requirement 2 Formula := Get_Empire_Tech_Level("A") * 3 > Get_Empire_Tech_Level("B") Then it partially works. Indeed once reaching level 1 in Tech A and level 3 in Tech B, Tech B disappears from the list of researchable techs, with the percentage or research dedicated for it...(only clear all can get back this research to the main pool) I would like the following: When Tech B reach level 3, then it will still appear in the research list but be grayed out until Tech A reaches level 2. Also the research allocated to Tech B should go back to the pool. Would you know a way to manage this (the ideal would be to use an equivalent of [%level%] variable) ? |
Re: You\'re thoughts please!
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Re: About TechAreas.txt and requirement
I just also tried that, but the Tech B is grayed out and never change:
Name := A Group := CG_General Topic Description := Tech A. Picture Number := 32 Maximum Level := 10 Level Cost := 50000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 0 Name := B Group := CG_Specialization Description := Tech B. Picture Number := 104 Maximum Level := Get_Empire_Tech_Level("A") * 3 Level Cost := 10000 Start Level := 0 Can Be Removed := True Unique or Racial Tech := False Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in A. Requirement 1 Formula := Get_Empire_Tech_Level("A") >= 1 |
Re: About TechAreas.txt and requirement
Unless the game can accept a formula for Maximum Level I don't think you're going to be able to make it work exactly like you want. The tech disappearing does make sense, you can't see any tech that you can't research unless you have maxed it out. In this case, a requirement is not being met so it is not available.
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Re: You\'re thoughts please!
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You do realize that this thread would need to be read from front to back and split (or copied) to each respective category? |
Re: You\'re thoughts please!
Or we could just do it the traditional way.
Reask the question, and people post the answers in 5 minutes, spawning a thread of refinements to the original quick answer. |
Re: About TechAreas.txt and requirement
Finally I added the requirement to the component on the parent tech.
Every component needs Tech B >= level and Tech A * 3 > level, but it is harder for player to get it. |
Re: About TechAreas.txt and requirement
Why not have an SE5 modding wiki (probably hosted elsewhere, but linked to from here) for questions that have been answered, and individual threads for new questions?
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Re: About TechAreas.txt and requirement
There is one, but hardly anyone is adding to it:
http://wiki.spaceempires.net/index.p...utorials_(SEV) |
Un-Expected Results
How would you go about modding in "unexpected results" for research?
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Re: Un-Expected Results
Does anyone know where this is and what is it used for?
Portrait Filename := GovType_Anarchy.bmp |
Re: Un-Expected Results
At one point there was probably going to be pictures of gov't types in the game setup and it never happened - not that there was a need for it anyway.
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Re: Un-Expected Results
That’s pretty much what I guessed it was. It would be frivolous anyway and I don’t see how you could picture some forms of government. For example I am modding in a Contemplative, Peaceful Anarchy, Religious Democracy, and Stalin Communist to name just 4 of 30.
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Re: Un-Expected Results
Is there a way for to make a technology tree, but you can't research it, you have to basically get it A) from a event or B) from another race that got it as a event. Once you get the first lvl (from the event) you can then proceed to research the other lvls of the tech?
Also, does this mean the whole idea of being able for a warp point to handle a certain tonnage is in the game? Warp Point Tonnage Allowed Size Tiny := 100 Edit: Also, is there ruins on planets anymore? I haven't seen any at all. |
Re: Un-Expected Results
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Re: Un-Expected Results
It is actually one part of my mod; however I could release it if there appears to be general interest?
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Re: Un-Expected Results
Well if modders release small inovative parts of their mods, and allow other to use and disect them, we all can make and play even better mods...
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Component Data Weirdness
1 Attachment(s)
OK, I'm almost done with the component editor, but I've run into a little snag. I'm not sure if this is because of a bad assumption on my part or that the original data has some errors.
On any weapon component, there are a few extra values at the bottom of the component data - one of these sets:
I originally thought that these were controlled solely by the setting of "Weapon Delivery Type". For the most part, that's true, but then I started finding exceptions to that. So I analyzed a bit deeper and now I find that there really isn't a reliable pattern to determine which of the above sets a weapon will use. The only thing that does seem to hold true is that they will only use one of the above sets. Is there a pattern I'm missing or are there errors in the data .. or ? I've attached a spreadsheet with a breakdown of values from Captain Kwok's Balance Mod 0.92 (which is what I've been using as a base data set to test with). Change the extension to .csv to load it into excel easily. Specifically, if I were to use Weapon Type and Weapon Delivery Type as a dual-key, then I could determine the Firing Type except for 2 anomalies: Shield Imploder and Alloy Burner Missile. Are these errors in the data or should I just figure that any of the above sets are possible for any weapon? |
Re: Component Data Weirdness
Thge "weapon delivery type" doesn't actually MEAN anything- the only time its ever references is "Weapon Delivery Type Damage Reduction" ability.
Try checking against the "weapon type", instead. I think the "alloy burner missile" thing is a typo. As far as I can tell, SEV simply ignores types it doesn't use, so this set should be safe: Bolt: Weapon Bolt Speed Seeker: Weapon Seeker Speed Formula,Weapon Seeker Turn Rate,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula Beam: Weapon Beam Burn Color, Weapon Beam Duration, Weapon Beam Speed Point-Defense: any of the above. Or just let the user select one of the groups manually.. |
Re: Component Data Weirdness
I'm kind of figuring that the Shield Imploder and Alloy Burner Missile are typos, so I've decided to use the following algorithm:
<font class="small">Code:</font><hr /><pre> public WeaponInfo.FiringType GetFiringType() { if( Type.Equals( "Direct Fire" ) || Type.Equals( "Point-Defense" ) ) { if( DeliveryType.Equals( "Energy Beam" ) ) { return FiringType.BEAM; } else if( DeliveryType.Equals( "Energy Bolt" ) || DeliveryType.Equals( "Missile" ) || DeliveryType.Equals( "Projectile" ) ) { return FiringType.BOLT; } } else if( Type.Equals( "Seeking" ) ) { if( DeliveryType.Equals( "Missile" ) ) { return FiringType.SEEKER; } } else if( Type.Equals( "Warhead" ) ) { if( DeliveryType.Equals( "Warhead" ) ) { return FiringType.BEAM; } } return FiringType.NONE; } </pre><hr /> In addition, "Weapon Beam Speed" and "Seeker Turn Rate" seem to be optional data. |
Re: Component Data Weirdness
Does someone would know the name of the file containing the pictures for research ? I looked for it but cannot find it amound the whole large set of pictures and there doesn't seem to have a dedicated directory for these.
Thanks in advance for the information (as I guess everyone else but me knows...) |
Re: Component Data Weirdness
Seeker turn rate *is* optional, but without it a seeker will have a turn rate of 0. So its kind of important. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Component Data Weirdness
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Crystalline Torpedo Anti - Matter Torpedo Gamma Pulse Torpedo Graviton Hellbore Null - Space Projector Plague Bomb Viral Bomb Carcinogenic Bomb Nanovirus Bomb Mutagenic Bomb Toxic Injector Small Anti - Matter Torpedo Makes sense for these, I guess, since neither torpedoes nor bombs are meant to be turned after firing, I would guess. Not sure about Graviton Hellbore or Null - Space Projector, though. |
Re: Component Data Weirdness
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Pictures --> UI --> Bmp_TechIcons.bmp |
Re: Component Data Weirdness
They all do. I'm not sure if its a typo or intentional, though.
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Re: Un-Expected Results
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More data weirdness
There are a number of weapons in components.txt that have "Weapons Platform" as elements of "Can Be Placed On Vehicle Types". I'm assuming that this is an error in the base data files? Or will the game accept that as well as "Weapon Platform"?
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