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December 14th, 2004, 03:32 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New weapon ideas for SE:IV and V
Yes.
There are three tech areas that provide improved components, each of ten levels.
Any combination of those 10x10x10 = 1000 gives you one new improved component over your previous level.
With 35 different weapon types, that makes 35000 components, and a file of over 1.3 million lines of text.
---
I can't get it to load yet, unfortunately, and debugging a million lines is proving to be quite tough to do.
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December 14th, 2004, 12:09 PM
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National Security Advisor
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Re: New weapon ideas for SE:IV and V
Hmm.
Why not drop it down to two requirements then, and then there will only be 100 entries. I'd hazard to guess you would have lots of near duplicates in terms of cost and strength with the 3 requirements, so there wouldn't be much difference.
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December 14th, 2004, 04:22 PM
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Lieutenant General
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Re: New weapon ideas for SE:IV and V
i am SO looking forward to SEV with its ability to put formulae in components. you would instead only need 1 component for each of your ten, so if three tech levels effected each type of component then you would only need 3x35.
or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each...
that, and instead of being limited to 10 levels, you could have INFINITE (or max signed-long-interger) levels of each component with ZERO extra lines of text.
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December 14th, 2004, 05:02 PM
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Re: New weapon ideas for SE:IV and V
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:
Physics 1 opens Basic APB
Damage formula: 1.5x (X is level of APB tech)
Physics 2 opens Advanced APB
Damage formula: 3x (X is level of APB tech)
etc.
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December 14th, 2004, 05:37 PM
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Shrapnel Fanatic
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Re: New weapon ideas for SE:IV and V
Quote:
Puke said:
or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each...
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That destroys the concept of the tech grid...
Quote:
Phoenix-D said:
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:
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From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.
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December 14th, 2004, 06:43 PM
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General
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Re: New weapon ideas for SE:IV and V
Quote:
Imperator Fyron said:
From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.
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That wasn't the point... the point that was even with two, three, or more tech reqs, there might only be one Level parameter to play with in the gridding. Which is why I'm hoping for either multiple Level parameters, or the ability to use any field as a parameter (e.g. Tonnage Structure := [Tonnage] + 5 * [Tech Area Level 1]). SE4 has multiple tech reqs per item in some cases, but even so, there are no items with two Roman Numeral entries!
edit: fixed quote tag
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December 14th, 2004, 08:02 PM
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Shrapnel Fanatic
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Re: New weapon ideas for SE:IV and V
Erm... I think you misunderstood. From what I understand, there will be a parameter for each tech req...
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December 14th, 2004, 08:30 PM
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Shrapnel Fanatic
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Component limit = 2^15
I am quite sure now that the maximum number of components that SE4 can handle is 2^15 = 32768
I have successfully loaded my mod with ~30500 components, while 35500 failed.
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