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Home » news » forums » Space Empires V » Space Empires V General

Modding question - Can this be done?

Submitted by Mylon on Thu, 2007-01-04 21:36. Space Empires V General

My purchase of the game hinges on this question:

Is it possible to design components with stats based on multiple techs? That is, could I make a generic "Beam Weapon" that had stats dependent on beam weapon damage, beam weapon range, beam weapon miniaturization, beam weapon economization, beam weapon sturdiness, beam weapon power usage, beam weapon penetration, and so on, each one being it's own tech? This way a player can focus on improving certain aspects of technology and try for a certain play style. This would also give room for compact facilities that accomplish multiple goals, or at the very least add miniaturization as an additional way to improve facilities as well as making them more powerful.

A lesser question is that of the idea of power. I think it would be interesting to add to each component a power usage, and other components that provide power. A ship with lots of engines would require lots of power, for example. Or a ship with beam weapons might require 0 ordinance, but require more power than other ships. Is this also possible?

‹ Requesting a new forum for mods/shipsets Do all three layers of the ship model need to have stuff? ›
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Captain Kwok's picture
Mod Designer

It can be done...

Submitted by Captain Kwok on Thu, 2007-01-04 21:45.

It's possible. You'd use the Get_Empire_Tech_Level("Tech Goes Here") in the damage formula. I would probably only use a couple of the areas you mentioned though - too many will be too messy.

Only certain types of components can have functional supply usage (ie power) like engines - so at this time it doesn't look feasible.

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Space Empires Depot | SE:V Balance Mod

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But it can also be done such

Submitted by Mylon on Thu, 2007-01-04 21:55.

But it can also be done such that there is also, say, miniaturization and economization? A component which has it's cost increased by the damage tech, mini. tech, and lowered by the econ tech, and it's size increased by the damage tech but decreased by the mini. tech?

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Captain Kwok's picture
Mod Designer

Can use GETL in any formula field

Submitted by Captain Kwok on Thu, 2007-01-04 22:05.

Any field that can accept a formula will allow the GETL function to be used.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Bit of a pain, but yes

Submitted by Phoenix-D on Thu, 2007-01-04 22:05.

Bit of a pain, but yes.

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Okay, I wasn't sure if

Submitted by Mylon on Thu, 2007-01-04 22:23.

Okay, I wasn't sure if formulas were only limited to damage or other areas.

I think by collapsing some tech fields (with, say, general beam weapons to replace most direct fire weapons) and adding synergies and more customizability in components, this game could be made to be very interesting.

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It is possible.

Submitted by Destroyer224 on Thu, 2007-01-04 23:08.

It is definitely possible but it would require a little bit of math.

Example: Let's say you have three factors that determine a weapon's cost. Manufacturing Efficiency, Advanced Weapons Munitions, and Weapon Accuracy Booster. The latter two increase the cost while the first reduces it. You would need to call three variables from each for the three resource types. It would then add cost from the level of Advanced Weapons Munitions and Weapon Accuracy Booster, and subtract cost for your level of Manufacturing Efficiency.

In fact, I think I'm going to go make a test mod and mess around with the weapons to try this idea. I'll post back later on how it goes.

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Completed Tests

Submitted by Destroyer224 on Fri, 2007-01-05 00:01.

I've tested the idea and found out it works well. You are able to change any of the numbers for range, damage, supplies used, ect to whatever you want using another tech area and multiple tech areas influincing a single weapon works aswell.

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Psieye's picture

Good to see another ambitious modder

Submitted by Psieye on Sat, 2007-01-06 00:03.

I salute you for seeing the modding potential of this game and asking first. Your question has been answered above by Destroyer224 and it would indeed be very interesting to see this become reality.

One thing to note though: if you want the AI in your mod to fight properly, you will need to dabble in SE V AI programming. But that's after you have the basic tech infrastructure set in place - by then hopefully there'll be more help available on how to write the AI. I hear of one project that's thinking of writing the AI from scratch. Actually, may as well link it.

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Thanks for the help in

Submitted by Mylon on Sat, 2007-01-06 05:27.

Thanks for the help in answering my questions!

One of the gripes I've heard against the game is what I refer to as the landslide effect. That is, the game has already been won, but the turns still have to be churned out for an official victor to be declared. One thing many 4x games lack is the underdog factor. A means of empowering the lesser empire.

A few things that could be done to make end-game battles more interesting:

Make tech advancing non-linear. Once on person has a technology, it won't be top secret for long. The more trade a particular empire does, the more likely research points are to leak to other empires. If that empire does not trade, then they will suffer in other ways, including not benefiting from this very same effect in other areas of research. If this can be scripted...

Short range weapons, AoE weapons, slightly more random combat. In 3 vs 1 combat of equal combatants, the group of 3 will always win, usually before one of them dies. If, however, the combat can be changed into 3 1 vs 1 encounters, the single combatant stands a greater chance. Short range weapons and good tactical positioning can help achieve this. AoE (especially in the case where friendly fire isn't very friendly) tends to benefit the smaller group because, given random explosions, the larger party is going to suffer more losses.

Diplomacy. Genocide ought to be an atrocity. Wars should be over single planets or at the most a system. It should not be common for any civilization (or, at least, neighbors) to tolerate wiping out the population of a planet, or even occupation of an entire empire. Also, empires should actively be fighting against the Big Bad Empire, even if that empire is not yet very big and bad. AIs should strongly promote a balance of powers. If one empire gets slightly larger than the rest, they may throttle trade, or actively increase trade with the smaller civilizations.

Overheard. Large empires have large overheads. And I don't mean linear overhead as in 5x planets = 5x overheard. The more planets one acquires, the more management is needed to manage the management. Small empires should have the benefit of very few expenses, while a large empire might only have a marginally larger income than a medium size one.

I'm not sure on the feasibility of these ideas, but I thought I'd post them for kicks.

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Also, another question: Can

Submitted by Mylon on Sat, 2007-01-06 05:31.

Also, another question:

Can planets take variables in their formulas? Technology to increase facility space and population max would be great. The first one can be worked around (making facilities smaller), but I don't know if there's a means to increase the maximum population of a planet.

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marx0012's picture

yeah,

Submitted by marx0012 on Sat, 2007-01-06 05:53.

Yeah, edit the planetsizes.txt.................................
-----------------------------------------------------------------------------------

Every great fall begins with a single mistake, YOU just made your's........

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I've noticed...

Submitted by Mylon on Sat, 2007-01-06 06:14.

marx0012 wrote:
Yeah, edit the planetsizes.txt................................. -----------------------------------------------------------------------------------

Every great fall begins with a single mistake, YOU just made your's........

I've noticed that planetsizes.txt does not use the magic "formula" word in it, unlike with components. That's why I ask.

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That game allow a lot of modding...

Submitted by Fallen Haven on Sat, 2007-01-06 07:53.

It's amazing what can be done in it. Just look at my mod, i have tryied quite a few things already like several tech affecting one component, armor thickness, multiple ship design and an AI that is smarter at making colonies...

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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Re: Modding question - Can this be done?

Submitted by BlueM99n84 on Wed, 2007-01-31 07:39.

Mylon, I had no luck the first try using formulas in the planetsize.txt file. Not sure why but I kept getting an error whenever it tried to compile. Did you get that to work?

On the weapons characteristics. Did you introduce the changes that would apply generically to all weapons or did you go further to require research for each specific type of weapon. From what I could tell it would require adding a fairly complex formula as mentioned above or I assume you could embed this massive formula in the formula.txt file. All the characteristics that is except for size and cost which would most likely be broken up separately.

I have the miniaturization routine working perfectly for all components and facilities. Weapons damage, range, structure seem simple. Sturdiness...I would assume would come in the form of introducing a boost in defense for the component that makes it harder to hit. Power usage is just supply utilization which comes easily as well I think.

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About componment and multiple techs dependencies...

Submitted by Fallen Haven on Wed, 2007-01-31 10:08.

One problem i have in my mod is that while making a componment be affected by different techs regardless of level works, there are stats display problems. For exemple, during combat, the stats displayed will be much lower than thoses in the design screen. I've tryied to fix this a few times but nothing have worked so far...

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Re: Modding question - Can this be done?

Submitted by Mylon on Wed, 2007-01-31 10:59.

The planet size file cannot accept formulas, unfortunately.

As for ships not displaying the proper stats, I have noticed this as well. When making fighter bays storage size dependent on cargo tech, for example, the cargo size on the ship detail view will be incorrect, though it stores the proper amount.

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Re: Modding question - Can this be done?

Submitted by Fallen Haven on Thu, 2007-02-01 17:29.

Mylon wrote:
The planet size file cannot accept formulas, unfortunately.

As for ships not displaying the proper stats, I have noticed this as well. When making fighter bays storage size dependent on cargo tech, for example, the cargo size on the ship detail view will be incorrect, though it stores the proper amount.

I fixed part of this in adding the related tech into the requirements. All the stats will be the correct one in the design screen at least. But looking at a particular ship or planet stat will often result in improper display.

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