Only one whatever per ship/planet effective |
Is the whole "Only one x per ship" thing hardcoded or a data file thing? Example: defence bonuses. You can have ECM combined with scattering/stealth armour, but scattering and stealth don't combine in stock (I think this may be an error - they stacked in SEIV). They do stack in Balance Mod, although for the life of me I can't figure out the significant bit in the components.txt file.
So, in short, what is it that controls Only One Suchandsuch Per Ship/Planet?

Oh?
I think though production bonuses from facilities are hard-coded not to stack.
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So if they have differen't amount 2's, they stack? Is there any way to manipulate that control to get identical items to go ahead and stack?
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Stuff to bug Aaron about...
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Well, my list of things to bug Aaron for grows....
A) Customizable hit'n'miss categories (did the ship dodge my shot or did I shoot in the wrong place because its ECM spoofed me);
B) Modder-controled decision on if a given effect (any effect!) stacks;
C) The ability to add to sensor/cloak levels rather than "set" them in an ability (e. g. a hull is designed for stealth, so adds an effective level or 3 to the cloaking effect, or a Combat Information Center allows you to make the most of your sensors, adding another level or two to them).
D) Include a duplicate set of size display scalars in vehiclesizes.txt so porting shipsets into mods will be easier (e. g. the modder doesn't have to change every single shipset to be used to make the models show up the right size, he can just point at the existing models and say "make it about 1.5 times the nominal size of the battleship model" and then players can just plug their favorite shipsets in no problem).
There are a few others, but I can never remember 'em.
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.





Amount2 controls stack
The ability amount 2 is what determines if ECM/Combat bonuses stack with each other. In SE:IV, it was family number.
I think though production bonuses from facilities are hard-coded not to stack.
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Space Empires Depot | SE:V Balance Mod