![]() |
Different models for higher tech vehicle hulls
I wonder if it would be possible to have different .x models for more advanced ships. So a Level 3 Destroyer would look slightly more advanced than a Level 1 Destroyer.
I have no way to test it, but maybe you could modify the entries in the Vehicle Sizes data file to something like: Vehicle XFile Class Name Primary := [%EmpireName%][%Level%] Destroyer and have .x files named "Sergetti1 Destroyer", "Sergetti2 Destroyer", etc. |
Re: Different models for higher tech vehicle hulls
I believe I asked a similar question right after the demo came out...
Quote:
Quote:
|
Re: Different models for higher tech vehicle hulls
The X file class names doesn't take formulas, so it's not possible like that.
It's possible by adding new actual research/ship entries, like Phoenix says. You could escape the cluttered ship design screen by making the older ship and its related tech area become unavailable when the newer version is researched. It'd be long shipsizes/techareas files though. |
Re: Different models for higher tech vehicle hulls
At this time generational items are not working unless the player reloads the game.
|
Re: Different models for higher tech vehicle hulls
Oh. That's not so great then.
|
Re: Different models for higher tech vehicle hulls
Yes and no. They work fine in research, not in components, and I haven't tested vehiclesizes yet.
|
Re: Different models for higher tech vehicle hulls
I don’t think research qualifies as generational though. If you think about it there is nothing that truly “phases” out per-say. Even when you complete research in one tech line it doesn’t phase out of the research screen, it just grays out. But that’s neither her nor there. I haven’t tested this for X files either, for vehicles sizes yes so it would stand to reason…
|
Re: Different models for higher tech vehicle hulls
No, I meant doing research the same way as components.
If you give, say, Projectile Weapons this requirement: Projectile Weapons < 5 it'll disappear from the tech screen when it hits 5. Vehicle sizes act that same as components, though. :/ |
Re: Different models for higher tech vehicle hulls
That gives me an idea to test...
|
Re: Different models for higher tech vehicle hulls
And this example (for levels 2, 4, & 5) isn’t working in the components because?
DUC Req 1: Projectile Weapons >2 AND <6 Req 2: Master Weapon Tech > 5 The Components.txt is read only once on load or because there are 2 Reqs? |
Re: Different models for higher tech vehicle hulls
The former. Do the "alltech" cheat- the DUC will most likely disappear.
|
Re: Different models for higher tech vehicle hulls
So if the Req2 Master Weapon Tech could get cut out of our hypothetical DUC but still be kept at >5 all should work fine… has Aaron mentioned anything about that? I asked him if it could get fixed already. This would also work for this threads question/problem/idea. Or if Aaron could get the X file to take formulas...
|
Re: Different models for higher tech vehicle hulls
P-D: You and I appear to have too much time on our hands. I know why I do; do you? http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Different models for higher tech vehicle hulls
No. Components will NOT disappear without a save-game load, end of story.
When a tech disappears, the only effect is you can't trade it, and any achievements based on it go away. You can still use any components, hulls, etc based on it. |
All times are GMT -4. The time now is 07:20 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.