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SE5 Modding: Variable and functions wishes
Hi,
In order to send Aaron an email as complete as possible, I would like to share the functions and variable I'm about to ask him so that you may add more before we can finally send him a full list. 1. A variable containing the level of research (ex: [%level%]) to use in requirement, in file TechArea.txt, so that we could link the requirement with the level (as now there are no pretty ways to use requirement once the tech is available for research), the same way we can do it in Components.txt File(s): TechAreas.txt 2. A function returning the number of stars in system. File(s): Components.txt, Facilities.txt 3. A function returning the number of planet in system. File(s): Components.txt, Facilities.txt 4. A function returning the system type (black hole, nebula, single star, double stars, ...). File(s): Components.txt, Facilities.txt 5. A function returning the size of planet. File(s): Facilities.txt 6. A function returning the atmosphere of planet. File(s): Facilities.txt 7. A function returning the gravity of planet. File(s): Facilities.txt 8. A function returning the temperature of planet. File(s): Facilities.txt 9. A function returning the radiation of planet. File(s): Facilities.txt 10. A function returning the population of planet. File(s): Facilities.txt 11. A function returning the production (mineral, rads, intel, ...) of planet. File(s): Facilities.txt 12. A function returning the number of facilities with name <Name>. File(s): Facilities.txt 13. A function returning the number of facilities with ability <Ability>. File(s): Facilities.txt 14. A function returning the total of amount (1 or 2) of facilities with ability <Ability> (similar in components). File(s): Facilities.txt 15. A function returning the total population on board the ship (in cargo). File(s): Components.txt (all formula, not only requirement). 16. A function returning the number of component with name <Name> on the ship. File(s): Components.txt (all formula, not only requirement). Please add the one you think of/need. |
Re: SE5 Modding: Variable and functions wishes
17. A function returning the current accumulated galaxy wide bonus for caracteristic <Caracteristic> (for example attack bonus, of combat to hit minus, population increase, ..)
File(s): Facilities.txt, Components.txt, TechAreas.txt 18. A function returning the current accumulated system wide bonus for caracteristic <Caracteristic> (for example attack bonus, of combat to hit minus, population increase, ..) File(s): Facilities.txt, Components.txt 19. A function returning the current accumulated planet wide bonus for caracteristic <Caracteristic> (for example attack bonus, of combat to hit minus, population increase, ..) File(s): Facilities.txt |
Re: SE5 Modding: Variable and functions wishes
20. An abiliy to flag there are Asteroids
files Components.txt 21. Opens warps Randoms type warps - unstable, mildly unstable, Very Unstable, stable and size (how big of a ship can move thuoght it.) files Components.txt 22. Under Ship design. A filter for ship size. (I.E. 100kt to 2500kt in drop down buttons that can be moddifed. And/Or by clase name.) 23. Under combat setting could you add another attack type line. Such as they are to disable then captor the ship. And have the Ship use they weapons in combat. It is a real pain to deal with right now. You have to frist attack them then be defender to get it to work right. |
Re: SE5 Modding: Variable and functions wishes
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Re: SE5 Modding: Variable and functions wishes
NVM number 21. I am an dumb person at 1 am in the mornning. AND all week long. HEHEHEHEHe. I am god now..... Will post the new toy for you all to play with later. =p
Yes..... I am GOD..... Oh and side point I just added 2 types of colony to the game. lol. Now the only bug is that any race could start with them and not have to have the Racial need for them. Also I will point out there is 6 colony types that could be played with before you have the it takes 2 setup we had in SE4. it is 1-5 plus one that is any. Look in the main strings. lol Well anyway. I am going to have fun now. I would like some one to makeup some pics for me. I suck at that part. I need Crystallen and Organic planet type pics. Would like the same number of of Crystallen as there are Gas gaints. Organic same number as there are Rock type. |
Re: SE5 Modding: Variable and functions wishes
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Now as I start to feel my first post was unclear when saying: Quote:
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Combat bug???
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Re: SE5 Modding: Variable and functions wishes
Make Get_Vehicle_Size() work in Components.txt so that the cludge of scale mounts is no longer necessary.
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Re: SE5 Modding: Variable and functions wishes
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20. Make Function Get_Vehicle_Size() (returning tonnage of ship hull) work. File: components.txt 21. Make a function returning the total structure of current ship. File: components.txt |
Re: SE5 Modding: Variable and functions wishes
Vehicle Mounts my foot! I want it to work so I can create components with costs based on the size of the hull they are being placed in!
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Re: SE5 Modding: Variable and functions wishes
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20. Make Function Get_Vehicle_Size() (returning tonnage of ship hull) work. File: Components.txt, ComponentEnhancements.txt |
Re: SE5 Modding: Variable and functions wishes
24. The ability to play with the maximum population size of a planet with facilities and/or research. It'd be nice to make Planet Maximum Population actually do something or let the Planet Size files take on formulas.
Facilities.txt and PlanetSize.txt No amount of tinkering has let me do this. |
Re: SE5 Modding: Variable and functions wishes
I'd really like to see the ability to add more vehicle types: right now we can only add new unit types. Being able to add vehicle types instead of just having 'ships' of different sizes would greatly ease work with components and mounts.
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Re: SE5 Modding: Variable and functions wishes
I'm not sure what you mean by new vehicle types. You can do that. In the SFTC I have added the shuttle, IDW, Pinnace, and HAWK Pod to name one or two. They aren't just repeats of vehicles sizes from stock, they are each unique and have there own advantages. You can set the abilities of vehicles in the same file. Want to create a atmospheric fighter or an atmospheric assault ship, or an atmospheric carrier. Want a special hull that can't warp?
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Re: SE5 Modding: Variable and functions wishes
By new vehicle types I mean adding new categories such as 'Base' or 'Ship'. What you're talking about is adding new ships.
The game already allows you to create new vehicle types, but they all end up with unit behaviour( i.e. they stack in system view, etc.), unfortunately. As I mentioned, the biggest advantage of this would be that you could simply put your new vehicle type in the 'Vehicle Types Allowed' field in components.txt to easily restrict weapons/components to certain vehicles without using mounts or other complex formulas. |
Re: SE5 Modding: Variable and functions wishes
It won't stop them from appearing in the components list, but you can stop a component from being usable for a vehicle size simply by adding a requirement to the hull.
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Re: SE5 Modding: Variable and functions wishes
Yah, but that could mean creating a ton of extra requirements for each ship.
At any rate, being able to add new vehicle types would mean that we could more specifically specify which weapons can target which ships, too. Say you wanna make a special ship that can only be hit by a certain weapon, etc. Not saying there aren't other ways to do this; there usually are. I'm just saying it would make the whole thing way easier and less formula'ish. By the way, anyone know how the Range Formula for component abilities is supposed to be used? |
Re: SE5 Modding: Variable and functions wishes
We need supply and ordnance storage abilities to work on facilities too.
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Re: SE5 Modding: Variable and functions wishes
I'll second that!
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Re: SE5 Modding: Variable and functions wishes
Examples of ideas
If (Does_Enemy_use_Component_With_Name("Shield Generators") then set primary_weapon := "Phased - Polaron Beam" If (Does_Enemy_use_Component_With_Name("Crystalline Torpedo")then set AI_Design_Tonnage_Ship_Pct_Shields := + 5 set AI_Design_Tonnage_Ship_Pct_Armor := -5 // Does warp point already have units in sector? Sys_Get_Number_Of_Units_In_Space_Sector does not seem to return correctly if at all over a warp point. A function to list colonies in defense location systems as a defense location sector to protect. A function to return colony date creation. A function for a drone minister. A function returning number of nonvisible sectors in a system. A function returning a random nonvisible sector in a system. A function returning if one player has violated his treaty with another empire. My apologies here for straying a small bit off thread but stock SEV resupply depots are way off, a resupply depot at level 20 supplies(without bonuses) generates just 3000 supplies per turn. While a fleet of only 10 ships will use well over 5000 supplies in just one movement phase. |
Re: SE5 Modding: Variable and functions wishes
I would like to see drop down menus in ship design and have weapons, armor, engines, shields and misc that way I dont have to wade through a large ammount of stuff to get that one component Im looking for.
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Re: SE5 Modding: Variable and functions wishes
You can right click on the component header column to get a quick filter menu for components.
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Re: SE5 Modding: Variable and functions wishes
Or better yet, just turn off the alpha sorting to get the components arranged as they are in the file.
(Which is much more like a hardware catalog, and infinitely more useful) |
Re: SE5 Modding: Variable and functions wishes
I would like some over ride Functions for Component
Forced Target := Self ( Will apply weapon effect to target) Will not override the weapons target just what it affects) Forced Range := ( Any Range Group) Forced Range := [%Range%] = (3>= or 9<= ) So this weapon will only fire at targets that are 30ls - 90ls in range Forced Range := "Point Blank" ,"Optimum Range", "Maximum Range", "Short Range" Forced Fire := ( Self, Target, Friendly" ) (OnHit, Time,)(Damage, Range, Shield) So it would look something like this Forced Fire:= Self, Onhit =([%Damage%] = (25%,>=)) <--- this would check the total damage of Self When Hit, If Damage >= 25% Fire or Use Component Really these are just for me to make a component I have been wanting since SE3 With these as viable options in the Component file, I can make a Component that will cause the ship to teleport if missiles are inbound and PD is not stopping them or if the Ship/Base/Fighter has taken Damage. |
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