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  #1  
Old October 16th, 2006, 05:31 PM
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Default Re: Modding SEV Thread Questions

You can put whatever you like for the formulae; plug math and comparisons and boolean logic together like legos, and you can make whatever you want.

What is the source of confusion?
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Old October 16th, 2006, 05:44 PM
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Default Re: Modding SEV Thread Questions

Now that question I can answer. The source of my confusion is in the Boolean and SE5. Specifically my experience with either is limited to what; three or four days now? I am learning as I go. My tech skills end at the tips of my fingers so-to-speak.

Ok now I have my focus on requirement 8. So you give all weapons AI Tag 01 and now the AI will only add three weapons. And this restriction will pass on to the player as well? They will only be able to add three weapons? Excellent! That is much better than my solution.

This misunderstanding/confusion is my fault, I’m so conditioned to looking at the “Requirement” list that I stopped reading when I reached the break between 7 and 8. As for it being a carrier I only noticed the post title “SE5 - Mod Out LCX as Early Warship”. LC to me is Light Cruiser and X means Experimental. What I will do now is read the thread in its entirety. As I said below I only scanned the thread.
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Old October 16th, 2006, 06:04 PM
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Default Re: Modding SEV Thread Questions

SE4/5 make the Carrier's abbreviation be "CX", so I just appended a L to it. But I see that SE5 has just "LX" for light carrier. Sorry for the confusion.
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Old October 16th, 2006, 06:25 PM
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Default Re: Modding SEV Thread Questions

No it’s my fault, allow me to explain where it started and it will become clear.

SE4 may have used CX; however I made the StarFire mod and started playing it exclusively. In StarFire the CX becomes the CV and the Light Cruiser the CL. When I read the title I figured the LC was a simple type-o; a letter reversal either not noticed by you or noticed and discarded as being to minor to warrant correction. A simple mistake compounded by me working on a StarFire Mod for SE5; which happens (as Kana pointed out already) to be the current source of all my annoying questions.
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Old October 17th, 2006, 11:48 AM
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Default Case statements

About the case statement of the form:

case my_var
1:
2:
call Task_One
3:
call Task_Two
endcase

1). if my_var = 1, does it call Task_One?
----- Invalid (empty) case statement; won't compile
2). if my_var = 2, does it also call Task_Two?
----- No.
3). if my_var = 0, does it skip both tasks?
----- Yes.
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Old October 17th, 2006, 04:44 PM

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Default Plague extension

I was thinking it would be nice to extend the current plague system, maybe as follow:

1] Be able to use a formula for the amount of damage each turn, depending on the turn number (could make damage go down, like plague becoming less active, or up exponentially to force a quick resolve and simulate pandemia).

2] To be able to use amount2 as a "plague type". In that case a plague prevention component/factory could only cure the corresponding "plague type" (or several if several such abilities modded in the facility).
This way we could create plague used as virus, destroying only master computers, or facilities and so on.
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Old October 17th, 2006, 05:31 PM
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Default Re: Plague extension

Well if the plague entry has a formula line then you can make some kind of formula. Any line in the data files, that has the word 'formula' in it, can have a formula.
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