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Old October 1st, 2006, 11:31 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Well, maybe a wiki guide will be created to help better explain how to code this. I just don't get the formulas. I'm sure they are good I just need a tutorial.
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Old October 1st, 2006, 11:44 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

The formulas are easier if you break them down. They're a MESS by default because they have to be crammed onto one line.

A simple one:
Cost Minerals Formula :=
4000 + (([%Level%] - 1) * 40)

The cost starts out at 4000.

%Level% is a variable, it kicks out whatever the component's current level is. Then this subtracts 1 from that and multiplies the result by 40.
In other words- it increases the cost by 40 per level.

The weapons are a bit more complicated. Here's the anti-proton beam.

(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)

Breaking it down, this part:
(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67)
sets the damage.

(20 + (([%Level%] - 1) * 5)
works the same way as the cost function above.

- (([%Range%] / 10) * 1.67)
%Range% is another variable- the current range. This part divides it by 10, then multiples the result by 1.67. So for every 10 units of range, the beam loses 1.67 points of damage.

Now comes the weird part.
iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)

Ok, what this is is a really convulted way of limited the maximum range.
iif is an if/then statement. What this says is:

IF the range is greater than X, subject 10000 from the damage. If the range is NOT greater than 90, do nothing.

X is defined by the Min(90, (([%Level%] - 1) statement. Min is Minimum. So it takes either 90 or ten times the level minus 1, whichever is LESS, and caps the range at that.

There will apparently be a full list of variables and such with the full game; I imagine the wiki will get more forumla information then. As long as you can keep your ( math straight it isn't complicated, just a bit tedius to puzzle through.
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Old October 2nd, 2006, 12:51 AM
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Default Re: SE5 - Mod Out LCX as Early Warship

thorfrog said:
Well, maybe a wiki guide will be created to help better explain how to code this.


Good idea. I've created a basic framework for SE5 modding in the wiki. People should fill it in as they go along, with whatever they learn about each file.

http://wiki.spaceempires.net/index.p...ials_%28SEV%29
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Old October 8th, 2006, 04:39 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

On the actual requirement:
Requirement 8 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("AI Tag 01", 1) <= 10

What's the , 1 after "AI Tag 01" for? I don't see it in any other requirement.
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Old October 8th, 2006, 05:47 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

It is looking at type of the ability, I surmise. Witness:

Requirement 7 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") >= 50

This is looking for the Units - Launch ability, of type Fighter.

Looking at fighter bay:

Ability 1 Type := Units - Launch
Ability 1 Amount 1 Formula := "Fighter"

The second parameter of the req formula matches the ability amount 1 value. Maybe 1 just means "true," to match anything with the ability?
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