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November 14th, 2006, 02:23 AM
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Corporal
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Re: SE5 Modding: Variable and functions wishes
Quote:
President_Elect_Shang said:
Vehicle Mounts my foot! I want it to work so I can create components with costs based on the size of the hull they are being placed in!
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So I would add::
20. Make Function Get_Vehicle_Size() (returning tonnage of ship hull) work.
File: Components.txt, ComponentEnhancements.txt
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December 8th, 2006, 06:39 PM
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Corporal
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Re: SE5 Modding: Variable and functions wishes
24. The ability to play with the maximum population size of a planet with facilities and/or research. It'd be nice to make Planet Maximum Population actually do something or let the Planet Size files take on formulas.
Facilities.txt and PlanetSize.txt
No amount of tinkering has let me do this.
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January 15th, 2007, 01:46 PM
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First Lieutenant
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Re: SE5 Modding: Variable and functions wishes
I'd really like to see the ability to add more vehicle types: right now we can only add new unit types. Being able to add vehicle types instead of just having 'ships' of different sizes would greatly ease work with components and mounts.
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January 15th, 2007, 06:05 PM
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Brigadier General
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Re: SE5 Modding: Variable and functions wishes
I'm not sure what you mean by new vehicle types. You can do that. In the SFTC I have added the shuttle, IDW, Pinnace, and HAWK Pod to name one or two. They aren't just repeats of vehicles sizes from stock, they are each unique and have there own advantages. You can set the abilities of vehicles in the same file. Want to create a atmospheric fighter or an atmospheric assault ship, or an atmospheric carrier. Want a special hull that can't warp?
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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January 15th, 2007, 06:59 PM
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First Lieutenant
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Re: SE5 Modding: Variable and functions wishes
By new vehicle types I mean adding new categories such as 'Base' or 'Ship'. What you're talking about is adding new ships.
The game already allows you to create new vehicle types, but they all end up with unit behaviour( i.e. they stack in system view, etc.), unfortunately.
As I mentioned, the biggest advantage of this would be that you could simply put your new vehicle type in the 'Vehicle Types Allowed' field in components.txt to easily restrict weapons/components to certain vehicles without using mounts or other complex formulas.
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January 15th, 2007, 07:04 PM
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National Security Advisor
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Re: SE5 Modding: Variable and functions wishes
It won't stop them from appearing in the components list, but you can stop a component from being usable for a vehicle size simply by adding a requirement to the hull.
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January 15th, 2007, 07:08 PM
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First Lieutenant
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Re: SE5 Modding: Variable and functions wishes
Yah, but that could mean creating a ton of extra requirements for each ship.
At any rate, being able to add new vehicle types would mean that we could more specifically specify which weapons can target which ships, too. Say you wanna make a special ship that can only be hit by a certain weapon, etc.
Not saying there aren't other ways to do this; there usually are. I'm just saying it would make the whole thing way easier and less formula'ish.
By the way, anyone know how the Range Formula for component abilities is supposed to be used?
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January 15th, 2007, 10:11 PM
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Shrapnel Fanatic
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Re: SE5 Modding: Variable and functions wishes
We need supply and ordnance storage abilities to work on facilities too.
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Things you want:
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January 15th, 2007, 11:46 PM
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Brigadier General
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Re: SE5 Modding: Variable and functions wishes
I'll second that!
__________________
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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February 7th, 2007, 02:51 PM
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Private
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Re: SE5 Modding: Variable and functions wishes
Examples of ideas
If (Does_Enemy_use_Component_With_Name("Shield Generators") then
set primary_weapon := "Phased - Polaron Beam"
If (Does_Enemy_use_Component_With_Name("Crystalline Torpedo")then
set AI_Design_Tonnage_Ship_Pct_Shields := + 5
set AI_Design_Tonnage_Ship_Pct_Armor := -5
// Does warp point already have units in sector?
Sys_Get_Number_Of_Units_In_Space_Sector does not seem to return correctly if at all over a warp point.
A function to list colonies in defense location systems as a defense location sector to protect.
A function to return colony date creation.
A function for a drone minister.
A function returning number of nonvisible sectors in a system.
A function returning a random nonvisible sector in a system.
A function returning if one player has violated his treaty with another empire.
My apologies here for straying a small bit off thread but stock SEV resupply depots are way off, a resupply depot at level 20 supplies(without bonuses) generates just 3000 supplies per turn. While a fleet of only 10 ships will use well over 5000 supplies in just one movement phase.
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