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  #411  
Old November 25th, 2006, 11:20 AM

Elsemeravin Elsemeravin is offline
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Default Re: Unit Launch options

Are you sure it is not per year instead of per turn ? (just in case)
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  #412  
Old November 25th, 2006, 01:51 PM
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Default Re: Unit Launch options

Quote:
Q said:
Tried it with the urban pacification center where I added a third ability:

Ability 3 Type := Planet Population Loyalty
Ability 3 Description := Urban Pacification Center improves population loyalty in this system by [%Amount1%]% each turn.
Ability 3 Scope := System - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 0.5)
Ability 3 Amount 2 Formula := 0

This displays an effect of 5.5% increase of loyalty per turn in the system. But it does not work.
That may warrant some exploration, then. It may only work on a galaxy-wide or specific planet basis.
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  #413  
Old November 27th, 2006, 02:39 AM
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Default Re: Unit Launch options

Quote:
MrToxin said:
Hmm...actually, after searching through all the files, I think there may be... Abilities_Const 113 := Planet Maximum Population
Well I can’t recall ever seeing that line, and then again there are so many… I suspect this is an ability that is not yet in use. There are other abilities listed there that have no known effect but only testing will tell for sure!
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  #414  
Old November 27th, 2006, 09:58 PM
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Default Re: Unit Launch options

Quote:
President_Elect_Shang said:
Quote:
MrToxin said:
Hmm...actually, after searching through all the files, I think there may be... Abilities_Const 113 := Planet Maximum Population
Well I can’t recall ever seeing that line, and then again there are so many… I suspect this is an ability that is not yet in use. There are other abilities listed there that have no known effect but only testing will tell for sure!
Yeah, that's the big one I'm tinkering with right now...if all else fails, I'm thinking having various technologies referenced in the planet size file itself. I assume pretty much everything can be a forumla, correct?
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  #415  
Old November 28th, 2006, 12:05 AM
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Default Re: Unit Launch options

As long as you see the word formula to the left on the same line!
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  #416  
Old December 4th, 2006, 06:48 PM
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Default Distance Increments?

Anyone have any idea what scale 1 hex is supposed to be on the System map?

I know that in combat the term LS, or Light-Second is as the increment descriptor of range. A LS being about 300,000km.

What is the total possible size of the combat area? I guess the maximum retreat area? I would assume what ever that number is the size in LS of the combat area, which would then be the rough area of a hex on the system map in LS.

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  #417  
Old December 4th, 2006, 07:10 PM

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Default Re: Distance Increments?

Don't even try to make sense of the numbers. It'll break your head. Example: a frigate moving at 12 KM/s will, in reality, cross a LS in 25,000 seconds or about 7 HOURS. In SE5, that takes less than a second.
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  #418  
Old December 4th, 2006, 07:41 PM
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Default Re: Distance Increments?

I personally treat the ranges in combat as Km.
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  #419  
Old December 4th, 2006, 07:48 PM

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Default Re: Distance Increments?

Which means that a CSM fired from a laucher heavier than most current navy ships has less range than the missiles those ships carry..
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  #420  
Old December 4th, 2006, 08:17 PM
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Default Re: Distance Increments?

The max the combat map can be set at is 5000 I believe. Now I took a ship of known speed (8km/s) and entered the combat area with another ship (in the simulator). I timed how long it took for the ship to travel from one side of the map to the other in a straight line. Yes I am nuts and yes I do have massive amounts of patience. It took20:97:655 but lets just say 20 minutes and 18 seconds or 1,218 seconds. Now using the old formula we get:

d=8*1218 which works out to 9,744 units. Far too short of a light second.

Did I do this right? Where is Fyron when you need him?
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