.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEV Modders Knowledge Base

Reply
 
Thread Tools Display Modes
  #11  
Old November 14th, 2006, 02:23 AM

Elsemeravin Elsemeravin is offline
Corporal
 
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
Elsemeravin is on a distinguished road
Default 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!
So I would add::

20. Make Function Get_Vehicle_Size() (returning tonnage of ship hull) work.
File: Components.txt, ComponentEnhancements.txt
Reply With Quote
  #12  
Old December 8th, 2006, 06:39 PM
MrToxin's Avatar

MrToxin MrToxin is offline
Corporal
 
Join Date: Oct 2006
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
MrToxin is on a distinguished road
Default 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.
__________________
I'm sewage flavored.
Reply With Quote
  #13  
Old January 15th, 2007, 01:46 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default 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.
Reply With Quote
  #14  
Old January 15th, 2007, 06:05 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default 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?
__________________
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
Reply With Quote
  #15  
Old January 15th, 2007, 06:59 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default 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.
Reply With Quote
  #16  
Old January 15th, 2007, 07:04 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default 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.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #17  
Old January 15th, 2007, 07:08 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default 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?
Reply With Quote
  #18  
Old January 15th, 2007, 10:11 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE5 Modding: Variable and functions wishes

We need supply and ordnance storage abilities to work on facilities too.
Reply With Quote
  #19  
Old January 15th, 2007, 11:46 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default 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
Reply With Quote
  #20  
Old February 7th, 2007, 02:51 PM

nesrall nesrall is offline
Private
 
Join Date: Oct 2003
Location: Mi.
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
nesrall is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:36 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.