How exactly does [%Level%] work? |
I am playing with adding facilities, and I am wondering how exactly a facility is tied to a particular technology, and how exactly does upgrading work.
And when I say "exactly", I mean, in as great detail as you can possibly explain it 
I would like to create a facility that relies on different technologies. Similar to the old Proportions Mod, which had cities.
So, say I wanted to create a research city. There would be a tech area called "civil engineering". After a certain level, you would be able to create cities. I would like this new facility, Research city, to be dependent on both Civil Engineering AND Applied Research (basically, the CE tech modifies actual city creation, but AR modifies the actual research stations IN the city).
Is there any way to make this facility upgradeable based on these two tech areas (I dont think there is), and also, how could I assign a level to this, and make it upgradable?
Thanks!
Re: How exactly does [%Level%] work?
If you want it to only appear when you have the 'City' technology, but the research it generates be dependant on the Applied Research level, you could use two requirements.
Re: How exactly does [%Level%] work?
I'm not positive I have this right, but I think what you want is the same concept as the "small" weapons. If I were you, I would look at those.
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A computer once beat me at chess,
but it was no match for me at kick boxing.
Re: How exactly does [%Level%] work?
Have a look at the IRM Mod scripts if I where you as many of the Technologys are interdependant and you might be able to adapt that to what you want.
for example to get aniti mater torpedoes to advance as a component you need to have and advance both antimater weapons and caseless torpedo technology with the component TL limit being the lowest of the pair.
The scripts uncompiled are bundled with the Mod
Re: How exactly does [%Level%] work?
down load the Interrelated mod the scripts are in with the Mod
Re: How exactly does [%Level%] work?
Get_Empire_Tech_Level("Civil Engineering") >= (!!x!! + ([%Level%] - 1))
!!x!! = the level of that tech you want to introduce it.
Not entirely sure what the scop of %level% is within a facility description if there's more than one.
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 3 in Civil engineering.
Requirement 1 Formula := Get_Empire_Tech_Level("Civil Enginerring") >= 3
Requirement 2 Description := Empire must have at least tech level 1 in Applied Research.
Requirement 2 Formula := Get_Empire_Tech_Level("Applied Research ") >= (1 + ([%Level%] - 1))
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Description := Generates [%Amount1%] research points each turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 500 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula := 0
Would probably do it.
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I thunk therefore i wuz.




Re: How exactly does [%Level%] work?
I think it is level of FACILITY, not of some technology.
What exactly do you want to achieve? Facility that change its behavoir (in quantity, not quality) when you research new level of some techs, or one that can be upgraded once you reach new level?
I think second version (for two techs, for more it would be insane) can be achieved by making separate facility for each level of one tech, and (cunstructable) level of facility would depend on second tech, and you would make it SOMEHOW show only "best" available version (but this would allow only upgrading in one aspect, upgrade in second would not be possible).