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November 15th, 2006, 03:37 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Unit Launch options
Yes you can list multiple types. For example my shuttles bays can launch a shuttle or a pinnace. XO Racks can fire (launch) XO Weapon Pods or HAWK Pods. As for the cargo part afraid not; there is no way to control the types of cargo that can be stored. If you say a component has 50csp (cargo storage points) than anything that can be held as cargo will be eligible for storage in that 50csp component.
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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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November 15th, 2006, 03:47 PM
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Captain
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Location: Texas
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Re: Unit Launch options
Thats what I figured...I guess as long as the 'oversized' unit cant be launched, it would just be taking up cargo space, which I guess is ok. I was just hoping we would be able to mod cargo cap it specific stuff, like troops, population, etc. I guess I will have to add an additional ability to the Barracks component to make it special.
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November 15th, 2006, 05:35 PM
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Brigadier General
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Re: Unit Launch options
Well, let’s take my HAWK Pods for instance. If I wanted to say that you can only store HAWK Pods in a new component called the HP Mag I could give the HP Mag the cargo ability, basically set it up to be the same as any cargo storage component. Then (and I haven’t tested this part) I should be able to add a requirement along these lines to ALL OTHER components that could also potentially store the HAWK Pod.
HAWK Pod Mag
Requirement 1 Description := This component can not be used to store HAWK Pods.
Requirement 1 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Storage Cargo Space Amount", "HAWK Pod") <= 0
Now I have not tested this! However, if it works and you are willing to add it to all the storage type components it would do what you are looking for.
__________________
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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November 15th, 2006, 05:38 PM
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National Security Advisor
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Re: Unit Launch options
Won't work. SE5 only checks the requirements when designing, building or retrofitting a ship.
EDIT: and this is a good thing. Otherwise you'd be unable to make components obsolete. 
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 15th, 2006, 05:40 PM
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Brigadier General
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Join Date: Nov 2001
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Re: Unit Launch options
Gee what a thought! Who in their right mind would want to create generational components?
__________________
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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November 15th, 2006, 05:53 PM
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Brigadier General
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Re: Unit Launch options
You can’t make components obsolete right now!
__________________
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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November 15th, 2006, 06:31 PM
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National Security Advisor
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Re: Unit Launch options
Yes you can, once the bug about requirements checking during design is fixed.
If you checked requirements on a ship, during a game, your Ion Engine ship could stop dead just because you had CT engines available to build..
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 15th, 2006, 06:43 PM
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Corporal
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Re: Unit Launch options
Quote:
President_Elect_Shang said:
You can’t make components obsolete right now!
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you can by simply add a "Get_empire_tech_level("toto") <= 5" requirement.
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