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

Modding Manual

Submitted by Helker on Sat, 2007-03-17 09:01. SE:V MODs

I remember reading about a modding manual with all the functions and the variables, but I cannot find it anywhere... Is it still to be shipped with the next patch?

Specifically I'm looking for a function or variable that return the population amount on the planet, in order to have the buildings producing quantities based on the population on the planet...

Thanks

‹ Our System AI doesn't accumulate ships in fleet ›
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Captain Kwok's picture
Mod Designer

Re: Modding Manual

Submitted by Captain Kwok on Sat, 2007-03-17 09:56.

The Modding Guide is in the docs folder. Not sure if there is a function that returns the population.

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Space Empires Depot | SE:V Balance Mod

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Re: Modding Manual

Submitted by Helker on Sat, 2007-03-17 10:29.

Captain Kwok wrote:
The Modding Guide is in the docs folder. Not sure if there is a function that returns the population.

I'm now officially blind :-|

If that function is not there, is it possible to have it added?

Thank you

Edit:

It's there: Sys_Get_Planet_Population: long
This function returns the total population on a planet. The planet_id is the ID
of the space object.

Smiling

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Captain Kwok's picture
Mod Designer

Re: Modding Manual

Submitted by Captain Kwok on Sat, 2007-03-17 10:36.

That's a valid function for the AI scripts - but cannot be used in the data files. Make sure you're looking in the "SE:V Modding" document as opposed to the "SE:V Scripting" one for abilities/functions you can use in the data files.

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Space Empires Depot | SE:V Balance Mod

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Re: Modding Manual

Submitted by Helker on Sat, 2007-03-17 11:18.

Captain Kwok wrote:
That's a valid function for the AI scripts - but cannot be used in the data files. Make sure you're looking in the "SE:V Modding" document as opposed to the "SE:V Scripting" one for abilities/functions you can use in the data files.

I see...
Ok, I do not see the variables I need so I guess that my project dies even before it is born Sticking out tongue

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Re: Modding Manual

Submitted by Brad on Sun, 2007-03-18 19:05.

Helker wrote:
Ok, I do not see the variables I need so I guess that my project dies even before it is born :P

You might be able to kludge something like what you want using the population modifier settings in settings.txt. eg set your facility to produce 1, and have a huge number of population production modifiers so a pop of 100 gives 1000%, a pop of 110 gives 1001%, a pop of 2000 gives a 200000000% etc etc (adjust numbers to taste). I don't know if there's a maximum number of population modifiers you can have.

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Re: Modding Manual

Submitted by Helker on Sun, 2007-03-18 19:48.

Brad wrote:
Helker wrote:
Ok, I do not see the variables I need so I guess that my project dies even before it is born :P

You might be able to kludge something like what you want using the population modifier settings in settings.txt. eg set your facility to produce 1, and have a huge number of population production modifiers so a pop of 100 gives 1000%, a pop of 110 gives 1001%, a pop of 2000 gives a 200000000% etc etc (adjust numbers to taste). I don't know if there's a maximum number of population modifiers you can have.

I have to give this a try, thank you! Smiling

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Re: Modding Manual

Submitted by Grumble314 on Mon, 2007-03-19 21:07.

I have a quick question if a field is marked as decimal does that mean you can't use a formula in it and if so how can this change? I want to put a furmula in Engines Per Move but any time I do I get no movement in that class of vehichle Sad Created a new tech called engine efficiency and just want this to subtract a small numer from the engines per move.

edit hmm guess I can just make it add more movement per engine.

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Captain Kwok's picture
Mod Designer

Re: Modding Manual

Submitted by Captain Kwok on Mon, 2007-03-19 22:23.

The modding guide tells you if a field can except a formula or not. The EPM field cannot accept a formula.

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Space Empires Depot | SE:V Balance Mod

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Isopsyco's picture
Mod Designer

Re: Modding Manual

Submitted by Isopsyco on Thu, 2007-03-22 20:59.

Are there functions not listed in the modding manual? and what about the ones listed as 'not used', are they available to return values or are they defunct code left open?

I was looking for a function to give me coordinates of a vehicle size type during combat, would like to draw bitmap images at function returned coordinates (aka the smoke trail effect I'm still stubbornly trying to model).

A side question in case someone gets to it before I try it in game: does the bitmap effect lines really work in the ship_x.file class.txt?

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Rilbur's picture

Re: Modding Manual

Submitted by Rilbur on Tue, 2007-05-01 09:37.

Brad wrote:
Helker wrote:
Ok, I do not see the variables I need so I guess that my project dies even before it is born :P

You might be able to kludge something like what you want using the population modifier settings in settings.txt. eg set your facility to produce 1, and have a huge number of population production modifiers so a pop of 100 gives 1000%, a pop of 110 gives 1001%, a pop of 2000 gives a 200000000% etc etc (adjust numbers to taste). I don't know if there's a maximum number of population modifiers you can have.

There is probably a limit, but its *VERY* high. Once upon a time I wrote a C++ program to do some work for me... I had 1% resource / ship construction for every 20 million people present. Which required 2 billion people for "full" construction. I then had the program take it all the way out to sphere world population limits. It ran. It may have been slow loading, but it ran.

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

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