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  #201  
Old October 16th, 2006, 06:25 PM
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Default Re: Modding SEV Thread Questions

No it’s my fault, allow me to explain where it started and it will become clear.

SE4 may have used CX; however I made the StarFire mod and started playing it exclusively. In StarFire the CX becomes the CV and the Light Cruiser the CL. When I read the title I figured the LC was a simple type-o; a letter reversal either not noticed by you or noticed and discarded as being to minor to warrant correction. A simple mistake compounded by me working on a StarFire Mod for SE5; which happens (as Kana pointed out already) to be the current source of all my annoying questions.
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  #202  
Old October 17th, 2006, 11:48 AM
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Default Case statements

About the case statement of the form:

case my_var
1:
2:
call Task_One
3:
call Task_Two
endcase

1). if my_var = 1, does it call Task_One?
----- Invalid (empty) case statement; won't compile
2). if my_var = 2, does it also call Task_Two?
----- No.
3). if my_var = 0, does it skip both tasks?
----- Yes.
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  #203  
Old October 17th, 2006, 04:44 PM

Elsemeravin Elsemeravin is offline
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Default Plague extension

I was thinking it would be nice to extend the current plague system, maybe as follow:

1] Be able to use a formula for the amount of damage each turn, depending on the turn number (could make damage go down, like plague becoming less active, or up exponentially to force a quick resolve and simulate pandemia).

2] To be able to use amount2 as a "plague type". In that case a plague prevention component/factory could only cure the corresponding "plague type" (or several if several such abilities modded in the facility).
This way we could create plague used as virus, destroying only master computers, or facilities and so on.
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  #204  
Old October 17th, 2006, 05:31 PM
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Default Re: Plague extension

Well if the plague entry has a formula line then you can make some kind of formula. Any line in the data files, that has the word 'formula' in it, can have a formula.
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  #205  
Old October 17th, 2006, 06:01 PM

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Default Re: Plague extension

But do you know the variable (like %range%) corresponding to the number of turns ?
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  #206  
Old October 18th, 2006, 12:45 AM
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Default Re: Plague extension

This line comes from the components text but where is “Beam 10”? In the effects folder I see Beams_01 to 07 and there appears to be 4 beams per bit map. What if I want to change a weapon to another display beam type? I hope the modding gets easier as the game is developed more, or at least a really good guide is created!

Anti-Proton Beam
Weapon Space Display Effect Name = Beam 10
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  #207  
Old October 18th, 2006, 01:22 AM

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Default Re: Plague extension

That's specified in BitmapEffects_SpaceCombat.txt.
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  #208  
Old October 18th, 2006, 01:35 AM
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Default Re: Plague extension

You see now I was thinking that, hence the reference to 4 per bit map. I just didn’t want to say it and sound nuts.
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  #209  
Old October 18th, 2006, 01:45 AM
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Default Re: Plague extension

Just think of it as a wealth of modding possiblities...
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  #210  
Old October 18th, 2006, 03:08 AM

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Default Re: Plague extension

Would someone know about the functions that can be used in facility requirement ?
I would like to create requirement such like :
Planet already has one facility with ability X
Sum of amount1 of ability Y on Planet <= Y

Would you know such functions (like I know already for component) ?

(My SEV boxed copy arriving beginning of next week )
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