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

Nomad Mod?

Submitted by Riptokus on Wed, 2007-01-17 01:15. SE:V MODs

Well I've seen bits and pieces of why this needs to be so and that like this for it to work, but what would it seriously take?

The way I see it, you'd have to be able to do Intelligence, Research, and Mine, as well as build and Re-supply ships and have your population increase.

Most of those I have heard aren't possible, so changes that would need to be made to the game engine would be to allow population to reproduce on ships and Having research/Intelligence on ships work.

Already there is Robo Miners and such, and spatial re-supply stuff, so I think the rest would work out, but I might be missing something.

‹ Modelling ships.... Research and the AI. ›
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Nomads

Submitted by BlueM99n84 on Wed, 2007-01-17 02:05.

The resource extraction and other abilities that Facilities give to a certain extent are portable to components. I mentioned in one thread somewhere that I had been able to incrementally get research points via a research lab for a ship/base ditto for cryptology. The hardest part of this is actually changing the AI scripting. I have not reached the point where I am toying with that yet but I plan to start on that as soon as I finish my tinkering with planet sizes and stats. I also think I have a method for introducing improvements to alleviate maintenance costs for the type of planetoid size ships you would deem reasonable for a Nomad/Pirate group i.e. creating tech areas to introduce Orbital Habs that go beyond the old "battlestation" size to "worldclass" ships. I will continue posting as I experiment.

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Some code to play with

Submitted by BlueM99n84 on Wed, 2007-01-17 02:24.

Riptokus,
This is an initial step in experimenting with moving research/intel into ships. The drawback is that you still need a planetside facility to modify. Still it is a step and I will keep experimenting to see how far I can push the facilitiy ability envelope.

Name := Research Bay
Description := High-Tech researching lab which develops new technology and theory from studies in space.
Picture Number := 32
Maximum Level := 10
Tonnage Space Taken Formula := 5
Tonnage Structure Formula := 5
Cost Minerals Formula := 50 + (([%Level%] - 1) * 2)
Cost Organics Formula := 20 + (([%Level%] - 1) * 1)
Cost Radioactives Formula := 20 + (([%Level%] - 1) * 1)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Miscellaneous
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Applied Research.
Requirement 1 Formula := Get_Empire_Tech_Level("Applied Research") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Point Generation Modifier - Research
Ability 1 Description := Research generation throughout the empire increased by [%Amount1%]%.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1.01
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Cryptology Bay
Description := High-Tech intelligence lab that collects data in space.
Picture Number := 32
Maximum Level := 10
Tonnage Space Taken Formula := 5
Tonnage Structure Formula := 5
Cost Minerals Formula := 50 + (([%Level%] - 1) * 2)
Cost Organics Formula := 20 + (([%Level%] - 1) * 1)
Cost Radioactives Formula := 20 + (([%Level%] - 1) * 1)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Miscellaneous
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Intelligence Services.
Requirement 1 Formula := Get_Empire_Tech_Level("Intelligence Services") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Point Generation Modifier - Intelligence
Ability 1 Description := Intelligence generation throughout the empire increased by [%Amount1%]%.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1.01
Ability 1 Amount 2 Formula := 0
Weapon Type := None[i]

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Nomad Population

Submitted by Riptokus on Wed, 2007-01-17 15:22.

It still doesn't deal with Population Generation, which I feel is pretty darn important, both in a crew aspect and in general. I never played SEIV's Pirates and Nomads, but I looked at the file and it seems to me how it handled everything was it ignored population completly. I think how it should be handled, once crew problems are fixed, is to create a Living Quarters that generates crew kind of like Starfury's Medical Bays. You have two kinds of Crew Quarters. The standard kind and the the "Generation Ship" kind that hold a thousand crew Initial, with a weight of 200 KT.

I can't think of a way to make a Starfury style med bay work. I've tried everything my skill allows me to do at this point to create it, but I'm just not good enough. If I could get it to take crew damage every turn, I could multiply it by -1 and turn it into Crew Regeneration, but I don't see how I can get it to take crew damage at all without it being hit by a weapon.

A Crew generating Component coupled with the ability to transfer crew in space like supplies and such would make this a lot easier to do. As it stands, Nomads have to have worlds to crew up after refits and to do the research and Intellegence.

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Mod Designer

Production

Submitted by Phoenix-D on Wed, 2007-01-17 17:05.

It doesn't produce any research points either, just modifies your existing ones. Once the abilities get fixed for ships we'll be able to do it directly, but at the moment the only workaround I've found is using weird event scripting.

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Well if I could figure how

Submitted by Riptokus on Wed, 2007-01-17 20:43.

Well if I could figure how to get it scriped with event at least then I could pretend I was good Eye-wink

Are the features we need scheduled for any of the future patches that we know of yet? if anyone knows.

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Population generation

Submitted by BlueM99n84 on Thu, 2007-01-18 02:31.

Hmm, I was under the impression that if you have say 1M in population aboard a colony ship that has a cargo capacity for 1M+ that the population would expand? Is that true or did I just see a bug?

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Humm

Submitted by Riptokus on Thu, 2007-01-18 03:03.

Haven't checked it yet. I do know for a fact that no matter how much population you carry around it can't recrew a ship. Or at least I never seen it happen, though I have sent cargo ships full of population off to no-crew ships.

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