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-   -   Modding CompEnhancement.txt question (http://forum.shrapnelgames.com/showthread.php?t=11229)

thorfrog January 31st, 2004 06:03 PM

Modding CompEnhancement.txt question
 
Is there any way to limit certain weapon mounts in the CompEnhancement.txt to certain weapon types. For example Gauss Weapon mounts for only Depleated uranium cannons.

Baron Munchausen January 31st, 2004 06:13 PM

Re: Modding CompEnhancement.txt question
 
Yes, use the "Comp Family Requirement" restriction. Just put the family number for Depleted Uranium Cannons on that line and only that component family can use it.

spoon January 31st, 2004 07:06 PM

Re: Modding CompEnhancement.txt question
 
And that field accepts a list (separated by commas). So, for example, if you wanted to have the mount only apply to DUCs and Torpedos, it would look like this:

Comp Family Requirement := 2027, 2003

where 2027 is the family for DUC and 2003 is the family for Torpedos.

Paul1980au January 31st, 2004 09:34 PM

Re: Modding CompEnhancement.txt question
 
Interesting guys thanks it helps with a little problem i was having to. (comma part that is)

Deathstalker February 1st, 2004 01:46 AM

Re: Modding CompEnhancement.txt question
 
"Is there any way to limit certain weapon mounts in the CompEnhancement.txt to certain weapon types. For example Gauss Weapon mounts for only Depleated uranium cannons. "

Yep and its fun as heck, you can also use the family line for such things as robo-miners, engines, weapons of all types. Just check out the latest Version of the 'Deathstalker's Mound Mod', its up on Fyrons website.

These were the 'new toys' added a bunch of patches ago:

"NewOptions: (as of Patch 1.78)

Shield Percent (Optional)
Percentage modifier to the shields generated by this component.

Vehicle Size Maximum (Optional)
The maximum tonnage size the vehicle can have to allow this mount.

Comp Family Requirement (Optional)
A comma separated list of the component families which can use this mount.
If this field is not present, then all families can use this mount.

Number of Tech Req: (Optional)
The number of Tech Requirements that are for this enhancement. The Tech requirement
determines the technology level an empire must have before this enhancement
becomes visible to be used in designs.

Tech Area Req X: (Optional)
For each of the Tech Requirements, this is the tech area of the requirement.
The X is the number of the requirement.
Allowable values for Tech Area Req:
A name from the TechArea.txt file.

Tech Level Req X: (Optional)
For each of the Tech Requirements, this is the tech level in the given area
that must be reached.
The X is the number of the requirement.
Allowable values for Tech Level Req:
A value from 1 to the Maximum Level for this Tech Area as defined in the
TechArea.txt file."

Example of a Torp mount:


Long Name := Mark IV Torpedo Launcher
Short Name := MkIV Launcher
Description := Highly advanced Torpedo Launcher, primary export of Sirus IV. +25% To Hit, +25% Damage.
Code := MkIV
Cost Percent := 150
Tonnage Percent := 125
Tonnage Structure Percent := 100
Damage Percent := 125
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 25
Vehicle Size Minimum := 300
Comp Family Requirement := 2003
Weapon Type Requirement := Direct Fire
Vehicle Type := Any
Number of Tech Req := 3
Tech Area Req 1 := Physics
Tech Level Req 1 := 1
Tech Area Req 2 := Advanced Military Science
Tech Level Req 2 := 1
Tech Area Req 3 := Torpedo Weapons
Tech Level Req 3 := 3


Example of a fun http://forum.shrapnelgames.com/images/icons/icon10.gif mount:

Long Name := Fighter Spinal Mount
Short Name := Ftr Spinal
Description := Fighter build around a weapon. (*3 damage, *3 size, +15% to hit. )
Code := SP
Cost Percent := 300
Tonnage Percent := 300
Tonnage Structure Percent := 300
Damage Percent := 300
Supply Percent := 300
Range Modifier := 1
Weapon To Hit Modifier := 15
Vehicle Size Minimum := 5
Comp Family Requirement := 2501,2502,2503,2504,2509,2510,2511,2512,2513,2514, 2515
Weapon Type Requirement := Direct Fire
Vehicle Type := Fighter
Number of Tech Req := 4
Tech Area Req 1 := Physics
Tech Level Req 1 := 2
Tech Area Req 2 := Advanced Military Science
Tech Level Req 2 := 3
Tech Area Req 3 := Computers
Tech Level Req 3 := 2
Tech Area Req 4 := Fighters
Tech Level Req 4 := 3


and an Engine mount:

Long Name := Military Engines
Short Name := Military Engines
Description := Military grade engines, smaller drive units and better efficiency. (1/2 size, 70% consumption, +75% Cost, +150% structure)
Code := MIL
Cost Percent := 170
Tonnage Percent := 50
Tonnage Structure Percent := 150
Damage Percent := 100
Supply Percent := 70
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 0
Comp Family Requirement := 9
Weapon Type Requirement := None
Vehicle Type := Ship
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 5

yep, I'm Mount Crazy.... http://forum.shrapnelgames.com/images/icons/tongue.gif

thorfrog February 1st, 2004 04:51 AM

Re: Modding CompEnhancement.txt question
 
Cool! So I can make it so that only certain weapon types can use certain mounts. Is there any way to get the computer to select these mounts?

ChinMonster February 1st, 2004 04:55 AM

Re: Modding CompEnhancement.txt question
 
Is there a way to limit 1 component per ship? No special abilities or anything, just a weapon, i dont want more than 1 on a ship

Fyron February 1st, 2004 04:58 AM

Re: Modding CompEnhancement.txt question
 
Atommaj, the AI will always use the Last mount in the file that is available to be used for that component.

Chin, yes. You can set limits to how many of a component can be placed on a ship with the Restrictions line. Set it to One Per Vehicle and you can only place one of those on the ship. You can go up to Ten Per Vehicle.

ChinMonster February 1st, 2004 05:26 AM

Re: Modding CompEnhancement.txt question
 
sweet, thanks dude

Deathstalker February 2nd, 2004 12:36 AM

Re: Modding CompEnhancement.txt question
 
"Cool! So I can make it so that only certain weapon types can use certain mounts. Is there any way to get the computer to select these mounts? "

Yes, Fyron is right, the AI will use the Last mount in the listing. But this also means you can get creative to 'force' the AI to use certain mounts.

Ways to do this are multiple listings of mounts (ie, you have 3 engine mounts but want the AI to use a specific one all the time, just simply list another identical mount at the end of the file with an 'AI only' txt tag...) and the use of the min/max tonnage settings. I've got my mount modd set for destroyers to use Extended Range mounts, Cruisers to use Pulsed Mounts, all AI ships to use Military Engine Mounts (except crystalline or organic races which use their own engine mounts which can be implemented by the use of the tech required fields...) and all ships use the shield mounts according to class except the crystalline races which have thier own shield mounts.

AI units will also use shield mounts for fighters and high density armor mounts for the troops as well.

any other questions..... http://forum.shrapnelgames.com/images/icons/icon10.gif (oh, and here is a freebee, mounts cannot affect the seeker of the missile weapon....ie, no extra damage etc....but they can affect the size/cost/supplies etc of the launcher....range can be changed for the firing of the seeker {when it is actually fired} but not the actual range of the seeker itself, ie, you can set it to fire when the range is down to 5 but if the range of the actual seeker is 12 it will still go to 12, eliminates the 'missile dance'...)


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