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  #1  
Old October 31st, 2006, 10:20 AM
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Default Re: Un-Expected Results

That’s pretty much what I guessed it was. It would be frivolous anyway and I don’t see how you could picture some forms of government. For example I am modding in a Contemplative, Peaceful Anarchy, Religious Democracy, and Stalin Communist to name just 4 of 30.
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  #2  
Old October 31st, 2006, 11:29 AM

Spectarofdeath Spectarofdeath is offline
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Default Re: Un-Expected Results

Is there a way for to make a technology tree, but you can't research it, you have to basically get it A) from a event or B) from another race that got it as a event. Once you get the first lvl (from the event) you can then proceed to research the other lvls of the tech?

Also, does this mean the whole idea of being able for a warp point to handle a certain tonnage is in the game?
Warp Point Tonnage Allowed Size Tiny := 100

Edit: Also, is there ruins on planets anymore? I haven't seen any at all.
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Old October 31st, 2006, 04:09 PM
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Default Re: Un-Expected Results

Quote:
President_Elect_Shang said:
That’s pretty much what I guessed it was. It would be frivolous anyway and I don’t see how you could picture some forms of government. For example I am modding in a Contemplative, Peaceful Anarchy, Religious Democracy, and Stalin Communist to name just 4 of 30.
I see a government mod on the horizon...
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  #4  
Old November 1st, 2006, 03:38 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: Un-Expected Results

It is actually one part of my mod; however I could release it if there appears to be general interest?
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  #5  
Old November 1st, 2006, 06:13 PM
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Default Re: Un-Expected Results

Well if modders release small inovative parts of their mods, and allow other to use and disect them, we all can make and play even better mods...
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Old November 1st, 2006, 06:37 PM

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Default Component Data Weirdness

OK, I'm almost done with the component editor, but I've run into a little snag. I'm not sure if this is because of a bad assumption on my part or that the original data has some errors.

On any weapon component, there are a few extra values at the bottom of the component data - one of these sets:
  • Weapon Beam Burn Color, Weapon Beam Duration, Weapon Beam Speed
  • Weapon Beam Burn Color, Weapon Beam Duration
  • Weapon Bolt Speed
  • Weapon Seeker Speed Formula,Weapon Seeker Turn Rate,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula
  • Weapon Seeker Speed Formula,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula

I originally thought that these were controlled solely by the setting of "Weapon Delivery Type". For the most part, that's true, but then I started finding exceptions to that. So I analyzed a bit deeper and now I find that there really isn't a reliable pattern to determine which of the above sets a weapon will use. The only thing that does seem to hold true is that they will only use one of the above sets.

Is there a pattern I'm missing or are there errors in the data .. or ?

I've attached a spreadsheet with a breakdown of values from Captain Kwok's Balance Mod 0.92 (which is what I've been using as a base data set to test with). Change the extension to .csv to load it into excel easily.

Specifically, if I were to use Weapon Type and Weapon Delivery Type as a dual-key, then I could determine the Firing Type except for 2 anomalies: Shield Imploder and Alloy Burner Missile. Are these errors in the data or should I just figure that any of the above sets are possible for any weapon?
Attached Files
File Type: txt 465814-se5weapondata.txt (4.7 KB, 316 views)
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Old November 1st, 2006, 06:56 PM

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Default Re: Component Data Weirdness

Thge "weapon delivery type" doesn't actually MEAN anything- the only time its ever references is "Weapon Delivery Type Damage Reduction" ability.

Try checking against the "weapon type", instead.
I think the "alloy burner missile" thing is a typo.

As far as I can tell, SEV simply ignores types it doesn't use, so this set should be safe:

Bolt: Weapon Bolt Speed
Seeker: Weapon Seeker Speed Formula,Weapon Seeker Turn Rate,Weapon Seeker Tonnage Structure Formula,Weapon Seeker Defense Modifier Formula
Beam: Weapon Beam Burn Color, Weapon Beam Duration, Weapon Beam Speed
Point-Defense: any of the above.

Or just let the user select one of the groups manually..
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  #8  
Old November 1st, 2006, 07:09 PM

Devnullicus Devnullicus is offline
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Default Re: Component Data Weirdness

I'm kind of figuring that the Shield Imploder and Alloy Burner Missile are typos, so I've decided to use the following algorithm:

Code:

public WeaponInfo.FiringType GetFiringType()
{
if( Type.Equals( "Direct Fire" )
|| Type.Equals( "Point-Defense" ) )
{
if( DeliveryType.Equals( "Energy Beam" ) )
{
return FiringType.BEAM;
}
else if( DeliveryType.Equals( "Energy Bolt" )
|| DeliveryType.Equals( "Missile" )
|| DeliveryType.Equals( "Projectile" ) )
{
return FiringType.BOLT;
}
}
else if( Type.Equals( "Seeking" ) )
{
if( DeliveryType.Equals( "Missile" ) )
{
return FiringType.SEEKER;
}
}
else if( Type.Equals( "Warhead" ) )
{
if( DeliveryType.Equals( "Warhead" ) )
{
return FiringType.BEAM;
}
}

return FiringType.NONE;
}



In addition, "Weapon Beam Speed" and "Seeker Turn Rate" seem to be optional data.
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  #9  
Old November 2nd, 2006, 12:53 AM
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Default Re: Un-Expected Results

Quote:
Kana said:
Well if modders release small inovative parts of their mods, and allow other to use and disect them, we all can make and play even better mods...
I don’t mind sharing the text file when I am done putting it together. I didn’t mean to sound as if I didn’t want to share; just that I never considered that it would technically constitute a mod and could be released as such. I may just do that when I complete it.
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  #10  
Old November 2nd, 2006, 02:00 AM

Devnullicus Devnullicus is offline
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Default More data weirdness

There are a number of weapons in components.txt that have "Weapons Platform" as elements of "Can Be Placed On Vehicle Types". I'm assuming that this is an error in the base data files? Or will the game accept that as well as "Weapon Platform"?
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