|
|
|
|
|
September 19th, 2006, 12:29 AM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
My head hurts...
|
September 19th, 2006, 12:34 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
Would this be a bad time to point out that as weapon forumlas go, that's going to be on the SIMPLE end?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
September 19th, 2006, 12:52 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Modding SEV Thread Questions
There's actually a number of different ways to construct the formula for the case Fyron used as an example, but when you're sticking in the level and range variables, it always looks messy. But really it's easy. There's the default damage value and the amount that it increases per level; the attenuation; and lastly the range.
----
Bearclaw - There are files that describe the abilities etc., but I think they're only partially complete at this time.
----
Are there any overarching scaling factors for building prices and maintenance somewhere in the text files? - From your examples, instead of doubling build rates, why not just make maint even less like 1/12 or 1/16?
|
September 19th, 2006, 12:54 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Modding SEV Thread Questions
How about a quick and dirty formula builder app? It requires .NET Framework 2.0.
http://www.spaceempires.net/files/te...mg_builder.zip
|
September 19th, 2006, 12:57 AM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
Oh sure...you give me a headache THEN you go and release a simpler way...*takes 2 advil and glares at the screen*
|
September 19th, 2006, 01:12 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Modding SEV Thread Questions
I have uploaded a better version that uses number boxes instead of text boxes. I set the limits to 1000, figuring only a totally crazy person would go that high...
http://www.spaceempires.net/files/te...mg_builder.zip
|
September 19th, 2006, 01:22 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding SEV Thread Questions
Except now you can't put in exponents, etc.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
September 19th, 2006, 02:40 AM
|
Corporal
|
|
Join Date: Sep 2000
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Scale factors for building prices and maintena
Thanks Fyron. Now Python is completely new for me (actually I have not written a program or a macro in 20 years). Where can I get it? Any good newbie documentation you know of?
|
September 19th, 2006, 07:30 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Scale factors for building prices and maintena
http://www.python.org
The official docs on that site are rather good, I find. The great thing about Python is that it is powerful like C++, but designed to have good, well-defined and easy to follow syntax (much better than any Basic attempt for this, IMO). One of the primary design goals was making it easy to learn and use, in fact.
|
September 19th, 2006, 01:28 PM
|
Corporal
|
|
Join Date: Sep 2000
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Scale factors for building prices and maintena
Thanks, I give it a try. However, that address does not seem to work, at least not right now.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|