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Component Requirements
I was looking around in Main_Components.txt and wanted to mod some of the cargo components to do things. I would like to make some of them add-ons for other systems, such as Universal Innoculant adding resistance to crew toxins, but requiring a medical bay component to function. How do I add that requirement to the entry for the innoculant?
Edit: Do all the values add? Are there any that only take the value of the best component onboard? [ October 16, 2003, 00:06: Message edited by: macjimmy ] |
Re: Component Requirements
That is an excellent idea.
The only restriction I currently know of is the max-per-ship one, though. Hmmm... There are quite a few additive abilities, there are also the True/False abilities (Which takes the "best of" in a degenerate manner) I can't think of any offhand that use a standard "best of". |
Re: Component Requirements
I just tried adding a requirement to a component, but it dosent work. The game crashes at 90% completion during generation. It gives an error message, but I can't see what it is either. Here is the entry I made:
Class Name := Universal Inoculant Name := Universal Inoculant Description := All encompassing innoculant which protects against 95% of the known diseases. Allowed Vehicle Types := Ship, Base, Satellite, Fighter Space Object XFile Name := Cargo Pod Picture Bitmap Index := 80 Placement Locations := Hull Default Repair Priority := 9 Tonnage Space Taken := 10 Tonnage Structure := 10 Level Minimum := 1 Illegal Cargo := FALSE Event ID := 0 Base Credit Value := 300 Sound Filename := Energy Consumption := 0 Weapon Type := None Number of Effects := 1 Effect 1 Type := Resist Crew Toxins Effect 1 Base Amount := 20 Effect 1 Amount Per Level := 5 Number of Requirements := 1 Requirement 1 Type := Medical Bay I have a feeling I did the requirements wrong, and it can't generate the stores because of it, or something. I did modify the Terran stores to carry Medical Bays 100% of the time. Does anyone know how to make this work? About 1 per ship restrictions, how is this set? I don't see a line for it, so it looks like I could put 5 system scanners on my ship and see the entire system. |
Re: Component Requirements
you might want to read the patch thread..
"7. Added - Restriction Type and Restriction Value to Components.txt. " Looks like this was planned for the full Version but is being implimented in the first patch. |
Re: Component Requirements
Thank God for hex editors. Try these...
Number of Requirements:= # Req # Type := Req # Amount := Req # Per Level Modifier Type := Req # Amt Per Level Modifier := Types: None, Level Required, Crew Required, Hull Required, Armor Required, Shields Required, Maximum Energy Required, Cannot Be Class(?) Per Level Modifier Types: Number is the only one I tested, Percent might also work. For instance, I got Life support to require 100 hull plus 10 hull per level using this... Number of Requirements := 1 Req 1 Type := Hull Required Req 1 Amount := 100 Req 1 Per Level Modifier Type := Number Req 1 Amt Per Level Modifier := 10 Which is what that snippet at the very beginning of the components file is all about. http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 16, 2003, 06:24: Message edited by: Mehrunes ] |
Re: Component Requirements
Thanks for the info. With the requirements choices, it looks like the way to make that universal innoculant require a medical bay would be to give the medical bay a large +crew number, 501 or so, and then require the innoculant have 600 crew. You couldn't do many co-dependent components like this, though.
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