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  #351  
Old November 2nd, 2006, 11:35 AM
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Default Re: More data weirdness

There is a bug in 1.08 that will allow those to match even though they shouldn't.
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  #352  
Old November 3rd, 2006, 06:24 PM
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Default Re: More data weirdness

Why do troops run when they have only received minor damage? I mean seriously; I have seen troops who have lost a little over half their armor turn and run. What setting controls this?

Edit: I seem to have a problem with what appears a simple question. Maybe I need more coffee? Anyway I want a component that will base its level off of two other tech areas.

Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1)

So when a player has Industrial Tech 2 and High Tech 3 the resulting item will have a level of 5 (2+3=5). How would I write that one?
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  #353  
Old November 4th, 2006, 02:44 AM
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Default Re: More data weirdness

bump
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  #354  
Old November 4th, 2006, 11:46 AM
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Default Re: More data weirdness

PES - It was a bug with troops. It has been fixed post v1.08, so looked for it in Mon/Tue patch.
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  #355  
Old November 4th, 2006, 12:10 PM
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Default Re: More data weirdness

Cool, what about the second part of my question; the edited in portion?
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  #356  
Old November 6th, 2006, 04:19 AM

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Default Re: More data weirdness

Some time ago we talked about creating a weapon whose damage was depending on some other component (like batteries for electric weapons).

I tried with the following:

Weapon Type := Direct Fire
Weapon Delivery Type := Energy Bolt
Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Building
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * Get_Design_Ability_Total("AI Tag 02",1) , 0)
Weapon Space To Hit Modifier Formula := 0
Weapon Ground At Range Distance Increment := 10.0
Weapon Ground Min Damage At Range := 0.0
Weapon Ground Max Damage At Range := 0.0
Weapon Ground To Hit Modifier At Range := 0.0
Weapon Ground Min Damage Modifier Formula := 0
Weapon Ground Max Damage Modifier Formula := 0
Weapon Ground To Hit Modifier Formula := 0 - [%Range%]
Weapon Reload Rate MS Formula := 10000
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Small Bolt 6
Weapon Ground Display Effect Name := Bolt 6
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := Small Telekinetic Projector
Weapon Bolt Speed := 0.06

and the link component has:

Ability 3 Type := AI Tag 02
Ability 3 Description := Provides the ship with 5kT of strength.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5
Ability 3 Amount 2 Formula := 0


But it seems the function Get_Design_Ability_Total does not work in this formula. Would someone have an idea about this problem ?

Thanks in advance
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  #357  
Old November 6th, 2006, 08:29 AM

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Default Re: More data weirdness

Have you tried:

Weapon Space Min Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0)
Weapon Space Max Damage Modifier Formula := iif([%Range%] <= 10 , 10 + 50 * (Get_Design_Ability_Total("AI Tag 02")) , 0)
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  #358  
Old November 6th, 2006, 10:20 AM
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Default Re: More data weirdness

Quote:
Elsemeravin said:
But it seems the function Get_Design_Ability_Total does not work in this formula. Would someone have an idea about this problem ?
I tried the same ability only it was on a ship in the VehicleSizes.txt; it didn’t work there either. I wonder if the formula works. If it does maybe we just need an example from Aaron to get it working right.

Can anyone tackle my question? I want to make a component whose total level is based on the total of two tech areas. Here is what I have so far:

Get_Empire_Tech_Level("Industrial Tech") >= (1 + ([%Level%] - 1)) OR Get_Empire_Tech_Level("High Tech") >= ([%Level%] - 1)

In my test game I have not gotten far enough to attain High Tech 1. I have only reached Industrial Tech 2 and thus far the components level is “Level 2” right where it should be. So does anyone want to take a stab at this?
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  #359  
Old November 6th, 2006, 11:57 AM

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Default Re: More data weirdness

That won't give you the total of the two, PES. What it'll do is base the level on the higher of the two (most likely..).

If you want it based on the average between the two, it'd be simpler to do:
((Get_Empire_Tech_Level("Industrial Tech") + Get_Empire_Tech_Level("High Tech")) / 2) >= (1 + ([%Level%] - 1))
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  #360  
Old November 6th, 2006, 02:15 PM
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Default Re: More data weirdness

So I am allowed to add them together in one line... ahh!
I thought I had to seperate them with something, like AND, OR, anything. Cool!
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