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September 5th, 2007, 03:03 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: DevnullMod for SEV
But only if that other version is going to check for a previous MMP installation, and install the MMP files into the default folders as necessary.
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September 6th, 2007, 02:19 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: DevnullMod for SEV
Well, unfortunately, because the component pack adds stuff to components.bmp, and so did I, I have no choice but to put the combined components.bmp into my mod directory. So...all the discussion above is moot. Ah, well. The good news is that it won't overwrite any future releases of the component pack. 
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September 6th, 2007, 02:23 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: DevnullMod for SEV
Or you could submit them to the MMP...
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September 6th, 2007, 03:08 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: DevnullMod for SEV
I just copied the facility pictures - it's not original art at all  I don't think it's worth submitting them to the MMP.
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September 6th, 2007, 03:59 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: DevnullMod for SEV
OK, next question: Is there a way to specifically limit a component or facility so that only 1 is effective? Like spaceyards, excepts using requirements/abilities/etc instead of being hardcoded in the game?
Edit: Never mind - I figured it out.
Code:
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := 1
Requirements Evaluation Allows Usage := 2
Requirement 1 Description := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula := Get_Empire_Tech_Level("Resupply") >= 1 + (([%Level%] - 1) * 4)
Requirement 2 Description := This vehicle can only have one emergency resupply component on it.
Requirement 2 Formula := Get_Design_Ability_Component_Count("Emergency Resupply") = 0
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September 6th, 2007, 03:17 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: DevnullMod for SEV
Via hull requirements, you can restrict the number of components that can be placed on the hull. There is a function to do it via ability (eg: engines), and a function to do it via name.
As of 1.44, there is nothing you can do with facilities. The next patch should have some functions available to return the count of facilities on the planet or in the system, either by name or ability.
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