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-   -   Non-integer values in data files? (http://forum.shrapnelgames.com/showthread.php?t=6301)

CW June 11th, 2002 02:50 AM

Non-integer values in data files?
 
I've noticed that just about every mod uses pure integer values in the data files, can't they take decimals at all?

Fyron June 11th, 2002 02:58 AM

Re: Non-integer values in data files?
 
No, they can not use decimals.

Krsqk June 11th, 2002 03:58 AM

Re: Non-integer values in data files?
 
"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.

CW June 11th, 2002 11:38 AM

Re: Non-integer values in data files?
 
Quote:

"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.
<font size="2" face="Verdana, Helvetica, sans-serif">I was trying NOT to do that because I know I will horribly confuse myself. I'm talking about the engine movements and I don't really want to assign 10 movement points to the lowest tech Version. But if I can't use decimals then I suppose that is the only way to go.

Ed Kolis June 11th, 2002 07:44 PM

Re: Non-integer values in data files?
 
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move http://forum.shrapnelgames.com/images/icons/icon6.gif

Baron Munchausen June 11th, 2002 08:11 PM

Re: Non-integer values in data files?
 
Quote:

Originally posted by Ed Kolis:
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Because movement points are tracked by a single byte. That means a maximum limit of 255. At 10 movement points per engine that's only 25 engines max in any size ship before you cause a range check error. If it goes higher from there it will be much less. So, you see the problem?


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