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October 28th, 2006, 04:40 PM
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Corporal
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Re: You\'re thoughts please!
Hmm...OK, got that part about the movement points and what not and then did some good old hard testing to see how stuff works, but I'm a bit lost on how to add something like a maneuvering thruster to make a ship, for instance, turn faster. Though, I think that making a ship harder to hit would be a matter of adding a function in the defense modifier of the ship based on movement points and turn speed. That I'll need to explore, but again I don't know what command to put in the script.
OK, another question...I noticed that, in the racial traits, it has a field for requirements. What, exactly, can I put in there and how do I make abilities have other abilities as requirements?
Edit: OK, so after digging through the tech files, I'm thinking "Empire_Has_Racial_Trait" is probably just what I want. I'll try it and post the results here.
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October 28th, 2006, 04:44 PM
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Shrapnel Fanatic
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Re: You\'re thoughts please!
I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching for something, and end up at a thread with 100s of posts, since the forum software doesn't link properly in them (unless maybe it just doesn't like non-default settings...).
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October 28th, 2006, 06:31 PM
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Shrapnel Fanatic
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Re: You\'re thoughts please!
If you log out before doing your serach, the defaults work better for the search links.
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Things you want:
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October 28th, 2006, 08:08 PM
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Shrapnel Fanatic
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Re: You\'re thoughts please!
Yeah, but it would still be better to have separate threads, I think.
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October 29th, 2006, 03:31 AM
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Captain
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Re: You\'re thoughts please!
Quote:
Imperator Fyron said:
I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching for something, and end up at a thread with 100s of posts, since the forum software doesn't link properly in them (unless maybe it just doesn't like non-default settings...).
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Will I agree on one level, on the other, I dont neccesarily like the idea of having to go to 100 different threads to find 100 different things either...
I guess if we make threads having to do with individual data files, or individual concepts like missiles, fighters, ships, shipsets, AI...etc...
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October 29th, 2006, 04:08 AM
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Re: You\'re thoughts please!
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October 29th, 2006, 12:17 PM
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Brigadier General
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Re: You\'re thoughts please!
The thread you link to is a perfect example of what I am saying. I knew about the thread but where is it? Before posting this second reply I did a scan of the front page and it is nowhere to be found. This thread may be large and growing; however, at least it is always on the front and contains concentrated info!
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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October 29th, 2006, 03:03 PM
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Corporal
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About TechAreas.txt and requirement
With my newly arrived SEV version I can at least make modding from theory to practice.
I'm been trying to modify the TechAreas.txt file, but I met my first problem.
What I would like to do is:
Tech A has 10 levels
Tech B has 30 levels, with the restriction that Level Tech A * 3 >= Level Tech B
Which means that you need to continuously research Tech A in order to be able to progress in Tech B.
I tried the following:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in A.
Requirement 1 Formula := Get_Empire_Tech_Level("A") * 3 >= [%level%]
It doesn't work at all, seems like [%level%] is not used in that part of the program.
Then I tried:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Astrophysics.
Requirement 2 Formula := Get_Empire_Tech_Level("A") * 3 > Get_Empire_Tech_Level("B")
Then it partially works. Indeed once reaching level 1 in Tech A and level 3 in Tech B, Tech B disappears from the list of researchable techs, with the percentage or research dedicated for it...(only clear all can get back this research to the main pool)
I would like the following:
When Tech B reach level 3, then it will still appear in the research list but be grayed out until Tech A reaches level 2. Also the research allocated to Tech B should go back to the pool.
Would you know a way to manage this (the ideal would be to use an equivalent of [%level%] variable) ?
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October 29th, 2006, 04:48 PM
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Corporal
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Re: About TechAreas.txt and requirement
I just also tried that, but the Tech B is grayed out and never change:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := Get_Empire_Tech_Level("A") * 3
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in A.
Requirement 1 Formula := Get_Empire_Tech_Level("A") >= 1
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October 29th, 2006, 12:14 PM
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Brigadier General
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Location: WA
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Re: You\'re thoughts please!
Quote:
Kana said:
...I dont neccesarily like the idea of having to go to 100 different threads to find 100 different things either...
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I would agree with this if we could have the threads stuck to the top. I can’t stand the idea of having to flip “forum pages” just to find a thread on modding the AI which has slipped down due to lack of posting. Better than that may be one of those sub-forums like the SEIV or the SEV Scenerios and Mods. This though would take a dedicated person to police so we can avoid a poster coming in and asking advice on his/her dog fluffy who has fleas.
See what I’m saying?
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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