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  #1  
Old January 11th, 2007, 02:15 PM

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Default Re: QNP mk 2

It doesn't.
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Old January 11th, 2007, 08:48 PM

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Default Re: QNP mk 2

Workaround: using Movement Bonus prevents the speed from wrapping. Right now this is mostly useful for extra-massive components that should slow a ship down, since it doesn't stack.
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Old January 11th, 2007, 10:21 PM
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Default Re: QNP mk 2

What line are you using to get the ship to calculate its own weight?

Edited: By line I mean the formula? Have you ever tried to use Get_Vehicle_Size_Tonnage() in the components? I couldn't get it to work for calculating the size or cost of a component.
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Old January 11th, 2007, 11:13 PM
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Default Re: QNP mk 2

Next question; what is the difference between:

#1) GETL("X") >= (2 + ([%Lvl%] - 1)
and
#2) GETL("X") >= (1 + ([%Lvl%] - 1)

Which one will make this component appear at X level 2?
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Old January 12th, 2007, 12:01 AM
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Default Re: QNP mk 2

#1) GETL("X") >= (2 + ([%Lvl%] - 1)
is the same as
GETL("X") >= ([%Lvl%] + 1)
GETL("X") - 1 >= ([%Lvl%])
level 2 tech or better gives level 1

#2) GETL("X") >= (1 + ([%Lvl%] - 1)
is the same as
GETL("X") >= [%Lvl%]
Level 1 tech or better gives level 1

Why Aaron used overcomplicated formulae with spurrious "1 - 1" bits I have no idea.
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Old January 12th, 2007, 12:12 AM
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Default Re: QNP mk 2

Good than I don't need to go back and redo everything. I was working away and thought of you and the problem you found ("This game thinks "100 + 5 - 5 - 100 = 0" is False"); stopped, and said "Hay I better ask to make sure before I get to much further along".
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Old January 12th, 2007, 01:48 AM

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Default Re: QNP mk 2

I'm not calculating the tonnage at all. What I'm doing is throwing in Standard Move to every component. So every component has something like this:

Code:

Ability 2 Type := Movement Standard
Ability 2 Description := Generates [%Amount1%] standard movement.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -X
Ability 2 Amount 2 Formula := 0



Where X is the tonnage /10.
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