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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Slave Troops

Submitted by Ekim Nameoh on Thu, 2006-12-14 22:23. SE:V MODs

It was suggested I post this in this forum as well, I am trying to create a troop that will mine planets, inhabited or otherwise.

But it seem that I can't get the slave troops to mine when placed on a colony or when placed on a ship over a colony or uninhabited planet, or from a ship in an asteroid field. My only conclussion is that units that can be loaded onto ships/planets cannot use the following abilities: Remote Resource Generation - Minerals or Mined Resource Generation - Minerals. I have attached the unit below. Is there anyway that this could be considered a bug and fixed in a future update?

Name := Slave Miners
Description := Slaves that mine planets.
Picture Number := 46
Maximum Level := 71
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10
Cost Minerals Formula := 100 + (([%Level%] - 1) * 10)
Cost Organics Formula := 0
Cost Radioactives Formula := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula := 100
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Troop
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Remote Mining
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := 1, 2
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Minerals Extraction.
Requirement 1 Formula := Get_Empire_Tech_Level("Minerals Extraction") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 1 in Orc Technology.
Requirement 2 Formula := Get_Empire_Tech_Level("Orc Technology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Remote Resource Generation - Minerals
Ability 1 Description := Mines [%Amount1%] minerals each turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula := 0
Weapon Type := None

‹ Target Type in strategies.txt Components.txt order ›
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Rilbur's picture

Remote Mining

Submitted by Rilbur on Fri, 2006-12-15 00:23.

As I mentioned in the other thread, the problem is that you're using REMOTE mining. Remote mining is meant to mine UNINHABITED planets, and you can't put troops on an uninhabited planet.

You need another value in there, try the one from the basic mining facility.
_______________________
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Those that understand binary, and those that don't.

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As I said in my previous

Submitted by Ekim Nameoh on Fri, 2006-12-15 17:45.

As I said in my previous message I tried both Remote Resource Generation - Minerals AND Mined Resource Generation - Minerals. The Mined Resource Generation - Minerals should work for troops that are placed on a colony that my empire owns. Same as a mineral miner facility. Unless units are not allowed this function, in which case I would like to have it considered as a modification for future upgrades.

Below is an example of the other unit I tried. I am looking for any suggestions people might have on how to get a troop unit with this type of component to actually work.

Thanks for any helpful suggestions.

Name := Slave Miners
Description := Slaves that mine planets.
Picture Number := 46
Maximum Level := 71
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10
Cost Minerals Formula := 100 + (([%Level%] - 1) * 10)
Cost Organics Formula := 0
Cost Radioactives Formula := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula := 100
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Troop
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Mineral Miner
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := 1, 2
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Minerals Extraction.
Requirement 1 Formula := Get_Empire_Tech_Level("Minerals Extraction") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 1 in Orc Khan Technology.
Requirement 2 Formula := Get_Empire_Tech_Level("Orc Khan Technology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Mined Resource Generation - Minerals
Ability 1 Description := Mines [%Amount1%] minerals each turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula := 0
Weapon Type := None

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Rilbur's picture

Sorry

Submitted by Rilbur on Fri, 2006-12-15 22:41.

Ooops, should have read closer.

Mined resource generation not working is probably a bug.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Captain Kwok's picture
Mod Designer

Abilities not intended for units/ships

Submitted by Captain Kwok on Fri, 2006-12-15 23:12.

Traditionally those abilities used in the example have never been implemented for ships or units.

-----

Space Empires Depot | SE:V Balance Mod

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Rilbur's picture

True

Submitted by Rilbur on Fri, 2006-12-15 23:18.

Captain Kwok wrote:
Traditionally those abilities used in the example have never been implemented for ships or units.

-----

Space Empires Depot | SE:V Balance Mod

True, but they SHOULD work.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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I agree that they should.

Submitted by Ekim Nameoh on Sat, 2006-12-16 16:38.

I agree that they should. You could do some rather interesting mods to components for troops and weapons platforms and the like. Within reason of course so as not to unbalance the game.

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Captain Kwok's picture
Mod Designer

Ships & Resources

Submitted by Captain Kwok on Sat, 2006-12-16 23:39.

The problem is that they are probably not considered in the algorithm that calculates the number of resources produced by the Empire.

-----

Space Empires Depot | SE:V Balance Mod

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