To All Moders --- Hull Expansion works- You can now Have Heavy versions of Ships with out adding New Vehicles |
Micro Hull Expansion
(-25Kt ~ -100Kt)Adds Extra Space To ship wile Lowering its defense and maneuverability Max 1
Tonnage Space Taken Formula := 0 - ([%Level%] * 25) <-- negative totals work..
This makes the Component take -25kt at lvl 1. and - 100Kt at Lv 4
--------Warnings---------------
This dose not Change the Total Hull size, but it dose take - Space so If this is the first component on a frigate that normal is 475Kt it will read like this in the design window.
-100/475 --- So you now have 575 Kts of space to fill effectively.
I have not tested if a Negative Total on Vehicles works. so try to avoid Negative Kt total..... for now. ..
So Have fun you can now design a A heavy Frigate thats 100Kt more Stuff than the Normal ---
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Stupid Aaron and his "I can't display a percent!" attitude...

Re: To All Moders --- Hull Expansion works- You can now Have Hea
it's too "confusing" for the pleebs.
Seriously though, if all the moders keep requesting it (god knows how many times the beta testers have) he might actualy get around to it.
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an se5a is a ww1 fighter, it is also a car.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Can you post the complete?
Component
Text
Re: To All Moders --- Hull Expansion works- You can now Have Hea
I think this would be best made into a racial trait, where you can then research it. Say a race that specializes in heavy but powerful warships or whatever. i think that would aid balancing something like this. I love the idea though.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
You can make hull requirements based on specific names, in addition to abilities. AI Tags are useful when you have 10+ components that you want to be in one grouped requirement. But if you have just one or two, you can use the get specific component count function (I forget the exact name) to conserve AI Tags.
Requirement 4 Description := The vehicle size must be at least 400kT.
Requirement 4 Formula := Get_Vehicle_Size_Tonnage() >= 400
Won't work. This function returns 0 in Components.txt. This will make the component never available for placement. All that can be done is adding a Placement requirement to each hull, restricting components by name or ability. Sadly, all such components will still have to appear in the components list; you will just get a warning after adding an inappropriate component to a hull. More people need to email Malfador about this issue...
Re: To All Moders --- Hull Expansion works- You can now Have Hea
You can add a limiting requirement to each hull, based on ability or component name counts.
Number Of Requirements := 7
Requirements Evaluation Availability := 1
Requirements Evaluation Allows Placement := 2, 3, 4, 5, 6, 7
Requirements Evaluation Allows Usage := TRUE
...
Requirement 6 Description := Can only have one Micro Hull Expansion.
Requirement 6 Formula := Get_Design_Specific_Component_Count("Micro Hull Expansion") <= 1
Requirement 7 Description := Cannot mount Macro Hull Expansion.
Requirement 7 Formula := Get_Design_Specific_Component_Count("Macro Hull Expansion") = 0
Assuming Macro Hull Expansion is a similar component targeted at larger ships.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Just a question, correct me if I missed something. What will happen if the hull expansion component is destroyed? You've limited it to outer hull so it won't be the last destroyed will it?
Re: To All Moders --- Hull Expansion works- You can now Have Hea
That's a good question.
Also...why not just increase the max level of the ship hulls? Seemed to work for me, so well that on my next game I'm going to increase the max levels more...I wanna create a Star Wars type ship that has a perverse amount of armerment. And the AI seems to do OK with it too, just keeps adding components until the hull is full. Shrugs.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
I would assume nothing. Component size restrictions only come into play when designing the ship.

Idea
I like this 'expansion' idea, now the way I've done it at least is make it addable in the ship in the armor spot ONLY. This way a player can add hull expansions at the cost of defense (they are tagged as armor as well so they are destroyed first...) so a frigate could be 'beefed up' to be the size of a cruiser but at a huge cost in protection. (also added speed reduction due to 'bulkiness' of expansion and a civilian/military version so that one is quite fragile and one is heavy duty for real war ships).
Combined with this in the fact that I've got engines, supply components, ordnance components and a few other things that can be installed in the Armor spot on a ship the player has alot more stuff to think about in ship design. (engines are faster/more fuel, components have more supply etc and are cheaper but are destroyed just like armor).
Deathstalker
Re: Idea
Hopefully you are overriding slot layout files so that it isn't trivial to cheat with a shipset with excessive armor slots....
Re: To All Moders --- Hull Expansion works- You can now Have Hea
I presume this also works for facilities. I like the idea of using manufacturing power to increase a planet's usability rather than technology, as this makes a bigger different between older planets and newer planets. That is, taking out the enemy's homeworld will hurt a lot more! Plus, it gives planets something to do when they're not building massive warfleets.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
It won't work for facilities because there is no way to limit them to one per planet. I suppose you could tie it into the SY, but that will just result in a "free" SY for every planet in existence.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
I don't see that as a bad thing. I'm setting their cost to 50,000 of each resource (though maintenance is significantly lower!), so they offer a means to extend and continually improve planets. Unfortunately these do not scale to the planet's size, though they should (else small planets, even undomed planets, are a temporary hinderence, and ringworlds/sphereworlds are only advantageous for defensive consolidation.
Now the trick is to figure out how to make the AI use them. 
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Unlimited space is a bad thing. Either you get a net gain of resource production, leading to unbounded production, or the maintenance is greater than what you can build in the space, and they are worthless. Its not a good thing from a balance perspective.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Ideally, their maintenance cost would be dependent on how many are currently built and modified by technology. So with the basic technology, building 1 would have a maitenance cost of 1,000 of each (easily paid for on a decent planet with a monolith), building 2 would have a maitenance cost of 3,000 each, 3 would cost 6,000 each, or some other scaling formula. Technology would lower this cost, in turn making these more affordable.
Of course, these should also provide less space than a full facility for planets with 15 slots or less, and more space for planets of 25 size or greater.
As it stands, they can be built up infinitely (with a maitenence cost of 1k of each of the 3 minerals) so planets always have something to do manufacturing wise and older planets will be worth a lot more. This mod (smaller than my original design) is also meant to be played on a small map where there are fewer, but more powerful planets. Depending, I might also make the big ships a lot bigger to compensate.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Sadly, scaling maintenance costs are also not possible, due to the lack of ability to get facility counts.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
I know... So I'm just going with the route I am. I have the basics of my mod laid down (though it might need some balancing, like, stuff to spend massive minerals on other than high dreadnought count fleets, like maybe making the big ships bigger), I just need to figure out how to get the AI to build them.
Re: To All Moders --- Hull Expansion works- You can now Have Hea
Sorry to bump and old post, but this question is somewhat related... Is it possible for a facility/component to call the planet/ship size? That is, if I wanted to make a facility that makes more room on a planet, would it be possible to make the tonnage related to the size of the planet, such that bigger planets would get more benefit?

Re: To All Moders --- Hull Expansion works- You can now Have Hea
There's no functions that return those values yet. Many modders are waiting patiently for Get_Vehicle_Size to be implemented.
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Re: To All Moders --- Hull Expansion works- You can now Have Hea
And Get_Component_Count, or similar...
Re: To All Moders --- Hull Expansion works- You can now Have Hea
So...... does this actually work or no? and would it be possible to get the ai to use it im talking about the hull expansion, i need to do something like that for my mod and thats alot quicker than building more ships! PS anyone know whats up with Devnull smod maker not starting and displaying an error message even afte rbeing reinstalled?
Re: To All Moders --- Hull Expansion works- You can now Have Hea
The component I
Name := Micro Hull Expansion
Description := Extended Hull that increases Internal volume available on ships and space-stations.
Picture Number := 180
Maximum Level := 4
Tonnage Space Taken Formula := 0 - ([%Level%] * 25)
Tonnage Structure Formula := 0 0 - ([%Level%] * 5)
Cost Minerals Formula := 125 + (([%Level%] - 1) * 25)
Cost Organics Formula := 125 + (([%Level%] - 1) * 25)
Cost Radioactives Formula := 125 + (([%Level%] - 1) * 25)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Technological
General Group := Cargo
Custom Group := 0
Number Of Requirements := 4
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 Hull Expansion.
Requirement 1 Formula := Get_Empire_Tech_Level("Hull Expansion") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 1 in Military Science.
Requirement 2 Formula := Get_Empire_Tech_Level("Military Science") >= (1 + ([%Level%] - 1))
Requirement 3 Description := Empire must have at least tech level 1 in Orbital Foundries.
Requirement 3 Formula := Get_Empire_Tech_Level("Orbital Foundries") >= (1 + ([%Level%] - 1))
Requirement 4 Description := The vehicle size must be at least 400kT.
Requirement 4 Formula := Get_Vehicle_Size_Tonnage() >= 400
Number Of Abilities := 1
Ability 1 Type := Combat To Hit Defense
Ability 1 Description := Extended Hull makes This Vehicle [%Amount1%]% easier to hit in combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := -7 - ([%Level%] - 1)
Ability 1 Amount 2 Formula := 7
Weapon Type := None
If you want to see some of the other things Im working on. Look at http://www.spaceempires5.com/en-US/node/3176
Not to rain on the parade but I can recall other mods having done this very thing but from a new tech perspective i.e. miniaturization. It was a lot less confusing and you did not have to worry about using a negative value.
In short it would achieve exactly what you are talking about...
Re: To All Moders --- Hull Expansion works- You can now Have Hea
so can you post an example???
Re: To All Moders --- Hull Expansion works- You can now Have Hea
oh well, i dont need this anymore as i made different copies of all ship and base classes for each race with different speeds prequisites sizes etc.
Question what does this do,
Tonnage Structure Formula := 950 + (([%Level%] - 1) * 25)
it loooks like an unimplemented feature to me as i cant make the structre Stronger using it.




Re: To All Moders --- Hull Expansion works- You can now Have Hea
Fascinating... that reminds me of the Battle Pods component from MOO2, which increased available space by 25%... I wonder if the "get hull size" function works in Components.txt so you could implement that?

Now everyone remember, keep it a secret from Aaron, or else he'll think it's a bug and "fix" it!
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The power of the ancients is now yours to command. You are truly the Master... of the obvious