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October 11th, 2006, 05:36 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
The old class should disappear, but your Upgrade button won't upgrade any ships to the new class.
Speaking of, let me check to make sure this doesn't cause problems..
EDIT: ok, with components it works fine. If you press Upgrade, the existing components are simply left on the ship. See the note below.
EDIT final:
Ok, it does work fine for ships; I just had the syntax on the forumla wrong.
A little note- once something is removed in this fashion, you can NOT use it in a new design, or upgrade a design that uses it. You must remove all the removed components to satisfy a "You have used technolgy our empire does not understand" warning.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2006, 06:29 PM
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General
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Re: Modding SEV Thread Questions
Quote:
StarShadow said:
My head hurts...
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Here, this will make your head hurt a little more. It is possible to get tech levels from other fields than what the weapon (or other component) itself requires. For example, I like to link seeker structure to Armor tech, and defense modifier to Defense (ECM) tech.
Weapon Seeker Tonnage Structure Formula := 30 + (Get_Empire_Tech_Level("Armor") * 2)
Weapon Seeker Defense Modifier Formula := 30 + (Get_Empire_Tech_Level("Defense Systems") * 2)
A little more tweaking (such as linking damage to warhead tech or linking seeker speed to engine tech, which is tricky with each engine type being a seperate tech now) and you could have missile launchers as a stand-alone tech and missile performance being completely independent of them. In this case, I am tempted to put missile launchers into an industrial tech field because they are a sort of 'automation' technology. Missile launchers could get smaller and/or faster as tech increases, but the actual missiles would be better as soon as your propulsion or armor or ECM tech improved. Mod the ordnance storage out of the launcher and you've got a missile system ready for an "Honor Harrington" mod.
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October 11th, 2006, 06:32 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
the tricky part is making this all obvious to the player, and balancing it!
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2006, 06:53 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
You can use blank abilities that can utilize formulas in for amount1 and amount2 that can report to the player how much resistance a missile has or how fast it goes etc - or for any description that you want really.
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October 11th, 2006, 07:35 PM
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Captain
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Location: Texas
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Re: Modding SEV Thread Questions
Quote:
Baron Munchausen said:
Here, this will make your head hurt a little more. It is possible to get tech levels from other fields than what the weapon (or other component) itself requires. For example, I like to link seeker structure to Armor tech, and defense modifier to Defense (ECM) tech.
Weapon Seeker Tonnage Structure Formula := 30 + (Get_Empire_Tech_Level("Armor") * 2)
Weapon Seeker Defense Modifier Formula := 30 + (Get_Empire_Tech_Level("Defense Systems") * 2)
A little more tweaking (such as linking damage to warhead tech or linking seeker speed to engine tech, which is tricky with each engine type being a seperate tech now) and you could have missile launchers as a stand-alone tech and missile performance being completely independent of them. In this case, I am tempted to put missile launchers into an industrial tech field because they are a sort of 'automation' technology. Missile launchers could get smaller and/or faster as tech increases, but the actual missiles would be better as soon as your propulsion or armor or ECM tech improved. Mod the ordnance storage out of the launcher and you've got a missile system ready for an "Honor Harrington" mod.
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Absolutely brilliant...mind if I rip it off?
I'm planning on an HH mod, and and SFB mod, and this will help tons...
Also I hope some industrious persons start adding this to the modding section of the wiki...
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October 11th, 2006, 09:22 PM
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Shrapnel Fanatic
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Re: Modding SEV Thread Questions
If you want to get really fancy:
instead of GETL, or [Level], use (min(GETL,[Level]+5])
That way, you get 5 "free upgrades" before you have to retrofit to gain more improvements.
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Things you want:
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October 11th, 2006, 11:43 PM
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Captain
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Re: Modding SEV Thread Questions
Someone is going to have to write down all these equations with good explanations...I feel like I'm back in algebra class again...and that was 20 years ago...
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October 12th, 2006, 03:31 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
A few more little bits:
A seeker speed of .001 is equal to a ship speed of 1.
Weapon ranges are capped at 500ls- about 2 and a half combat screens, with the default zoom level.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 12th, 2006, 05:54 PM
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General
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Re: Modding SEV Thread Questions
Hey! Now why did he cap weapon ranges? Why shouldn't battles across the map be possible? Especially with seekers. (HH mod again... ) Time for another request.
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October 12th, 2006, 05:57 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
You have to use units for a proper HH mod anyway- no laser-heads otherwise.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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