.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 16th, 2004, 04:09 PM
Droplede's Avatar

Droplede Droplede is offline
Corporal
 
Join Date: Apr 2001
Location: Hoboken, N.J.
Posts: 58
Thanks: 0
Thanked 0 Times in 0 Posts
Droplede is on a distinguished road
Default Coding for universal colonizer?

Hey, all. I'm setting out to add a universal colonizer component (you know -- one component can grab any planet type) to my mod. As I started getting my thoughts in line, it occurred to me that it's surely been done before, and that laziness is next to godliness.

So, could anybody show me how they've coded such a thing, or point me to a mod that has successfully done it?

Some questions:
Is it easier/better to make a new tech area for it, or just allow the component to become available once you've got all three colonizer techs?
How can I keep my (relatively close to stock) component file straight with the new component?
Less important: Would A.I.'s use such a component correctly if it were there?

And thanks for aiding and abetting my laziness.
__________________
Bringing you yesterday's news -- tomorrow.
Reply With Quote
  #2  
Old November 16th, 2004, 04:37 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Coding for universal colonizer?

You just need to put in the colonize ability for each type and make sure the the number of abilities match up:

Example (requires all three colony types researched):

Name := Multi Colony
Description := Materials needed to start a colony on any planet.
Pic Num := 114
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5002
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Ice Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Gas Planet Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize an Rock based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Colonize Planet - Ice
Ability 2 Descr := Can colonize an ice based planet.
Ability 2 Val 1 :=
Ability 2 Val 2 :=
Ability 3 Type := Colonize Planet - Gas
Ability 3 Descr := Can colonize an gas based planet.
Ability 3 Val 1 :=
Ability 3 Val 2 :=
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 20kT worth of cargo space.
Ability 4 Val 1 := 20
Ability 4 Val 2 := 0

Weapon Type := None
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #3  
Old November 16th, 2004, 04:43 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Coding for universal colonizer?

Oh, and you might want to change the family number to 5004...

Family := 5004

And maybe give it a new picture (preferably an unused one such as 111)

Pic Num := 111
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #4  
Old November 16th, 2004, 05:07 PM
Droplede's Avatar

Droplede Droplede is offline
Corporal
 
Join Date: Apr 2001
Location: Hoboken, N.J.
Posts: 58
Thanks: 0
Thanked 0 Times in 0 Posts
Droplede is on a distinguished road
Default Re: Coding for universal colonizer?

You, sir, are a paragon among enablers. Thank you very much.

One question, though: Why the family number change? Wouldn't it logically be grouped with 5002, the colonizer family? I think I'm missing some crucial clue here.
__________________
Bringing you yesterday's news -- tomorrow.
Reply With Quote
  #5  
Old November 16th, 2004, 05:12 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Coding for universal colonizer?

Each colony module is in it's own family. You don't want the universal colony module to be in the same family as just one of the colony modules...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old November 16th, 2004, 05:40 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: Coding for universal colonizer?

Then again it wouldnt be a problem at all, the only difference would show up when

1. using "show latest only" in ship design screen
2. when upgrading ships, se4 always takes the latest component of an family. In that case a normal colony module would be automaticly upgraded into the universal colony, which is okay because it is an upgrade. Then again it wouldnt work because each single-colonizer is assigned a different family, so only one of them would upgrade
Reply With Quote
  #7  
Old November 16th, 2004, 05:47 PM
Droplede's Avatar

Droplede Droplede is offline
Corporal
 
Join Date: Apr 2001
Location: Hoboken, N.J.
Posts: 58
Thanks: 0
Thanked 0 Times in 0 Posts
Droplede is on a distinguished road
Default Re: Coding for universal colonizer?

Ah. NOW I get it. Thanks, Fyron & Ragnarok, for correcting my sloppy thinking.
__________________
Bringing you yesterday's news -- tomorrow.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:39 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.