Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 1 user and 190 guests online.

Online users

  • ForesterSOF

Languages

  • English English
  • French French

Browse archives

« November 2008  
Mo Tu We Th Fr Sa Su
          1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30
Home » news » forums » Space Empires V » Space Empires V General

Spot the error

Submitted by Quantum on Sun, 2007-06-17 19:39. Space Empires V General

I am currently making a remod of the balance mod for myself and have come across a strange error. Frigates and colony ships display normal speed but only give half the real speed for movement (other ships perform as expected). so if I design a frigate and it says I have 12 move, when it is built it only has 6, colony ship displays 10, has 5. can anyone see where the problem is?

Chrimod 0.6
Name := Frigate
Short Name := Frigate
Description := Small ship designed for exploration and scouting.
Code := FG
Vehicle Type := Ship
Maximum Level := 10
Tonnage Space Formula := 250 + (([%Level%] - 1) * 10)
Tonnage Structure Formula := 250 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 200 + (([%Level%] - 1) * 25)
Cost Organics Formula := 50 + (([%Level%] - 1) * 25)
Cost Radioactives Formula := 50 + (([%Level%] - 1) * 25)
Engines Per Move := 40
Maximum Model Size := 5.0
Vehicle TopDown Picture Index := 1
Vehicle Portrait Primary := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Portrait Alternate := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Portrait Default := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Large Portrait Primary := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Large Portrait Alternate := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Large Portrait Default := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Inv Portrait Primary := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Portrait Alternate := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Portrait Default := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Configuration Layout Primary := [%EmpireName%] Frigate Layout
Vehicle Inv Configuration Layout Alternate := [%EmpireName%] Frigate Layout
Vehicle Inv Configuration Layout Default := [%EmpireName%] Frigate Layout
Vehicle XFile Class Name Primary := [%EmpireName%] Frigate
Vehicle XFile Class Name Alternate := [%EmpireName%] Frigate
Vehicle XFile Class Name Default := [%EmpireName%] Frigate
Vehicle Texture Start X := 0.25
Vehicle Texture Start Y := 0.50
Vehicle Texture End X := 0.50
Vehicle Texture End Y := 0.75
Space Combat Maximum Speed Per Movement Point := 0.001
Space Combat Turn Rate Base := 0.0008
Space Combat Turn Rate Decrease Per kT := 0.0000005
Space Combat Turn Rate Minimum := 0.0004
Space Combat Acceleration Rate Base := 0.00008
Space Combat Acceleration Rate Decrease Per kT := 0.000000034
Space Combat Acceleration Rate Minimum := 0.00004
Space Combat Deceleration Rate Base := 0.00008
Space Combat Deceleration Rate Decrease Per kT := 0.000000034
Space Combat Deceleration Rate Minimum := 0.00004
Space Combat Banks When Changing Height := TRUE
Ground Combat Maximum Speed Per Movement Point := 0.0
Ground Combat Turn Rate Base := 0.0
Ground Combat Turn Rate Decrease Per kT := 0.0
Ground Combat Turn Rate Minimum := 0.0
Ground Combat Acceleration Rate Base := 0.0
Ground Combat Acceleration Rate Decrease Per kT := 0.0
Ground Combat Acceleration Rate Minimum := 0.0
Ground Combat Deceleration Rate Base := 0.0
Ground Combat Deceleration Rate Decrease Per kT := 0.0
Ground Combat Deceleration Rate Minimum := 0.0
Ground Combat Banks When Changing Height := TRUE
Number Of Abilities := 3
Ability 1 Type := Combat To Hit Defense
Ability 1 Description := Small size makes ship [%Amount1%]% harder to hit in combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 30 + ([%Level%] - 1)
Ability 1 Amount 2 Formula := 7
Ability 2 Type := Description Only
Ability 2 Description := Frigates can only have a maximum of 5 engines.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Description Only
Ability 3 Description := Frigates use 40 movement points to travel 1 hex.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Number Of Requirements := 5
Requirements Evaluation Availability := 1
Requirements Evaluation Allows Placement := 2, 3, 4, 5
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Light Hull Construction.
Requirement 1 Formula := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Frigates must have a Bridge or Master Computer.
Requirement 2 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 3 Description := Frigates need Life Support for 100 crew members or a Master Computer.
Requirement 3 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := Frigates need Crew Quarters for 100 crew members or a Master Computer.
Requirement 4 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := Frigates can only have a maximum of 5 engines.
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard") = (1 + ([%Level%] - 1))
Requirement 2 Description := Frigates must have a Bridge or Master Computer.
Requirement 2 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 3 Description := Frigates need Life Support for 100 crew members or a Master Computer.
Requirement 3 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := Frigates need Crew Quarters for 100 crew members or a Master Computer.
Requirement 4 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := Frigates can only have a maximum of 5 engines.
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard")

‹ Which one of these 3 games would you buy? Mapcompiler ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Mod Designer

EDIT

Submitted by Quantum on Sun, 2007-06-17 19:48.

for some reason 'less than, equals, five' on the last line is not showing, but it is in the code

Ion engines produce 100 movement each
500/40 = 12.5 movement but gives 6 when built....

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Spot the error

Submitted by Captain Kwok on Sun, 2007-06-17 21:55.

Did the ships have crew?

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Sun, 2007-06-17 22:04.

Yes, the ships have crew. I pasted the code right from your mod, the only difference being the size of the ship. I just can't figure it out. I tested your mod too, and it worked fine, so the problem must be in my mod somewhere.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Spot the error

Submitted by Captain Kwok on Sun, 2007-06-17 22:10.

The only reasons for half-movement is no crew or loss of bridge/CQ/LS.

Have you tried running the turn to see if it's corrected next turn?

Besides that you must have triggered my secret built-in code, which when active prevents you from modding the mod. Mu ha ha.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Sun, 2007-06-17 22:17.

no return to normal movement, it stays like this, even with different engines, the frigate has half movement, along with the colony ship. During design, there are no errors, there is a bridge, life support, crew quarters. When built, it just has half movement...

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Sun, 2007-06-17 22:24.

Kwok, if you have the time, I can send you a 7zip of the datafiles.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Wed, 2007-06-20 13:03.

I found the problem, but not the solution.
Crew is showing as 0/0 on all ships

Crew quarters component is fine and on ship designs, why are there no crew?

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Spot the error

Submitted by Captain Kwok on Wed, 2007-06-20 13:15.

How are you looking at the changes in game? Are you just re-loading a previously saved game? If so, were those ships just retrofit at a SY that wasn't based on or in orbit of a planet?

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Wed, 2007-06-20 13:21.

I started a new game, no warnings after adding crew components, but all ships have 0/0 crew when built. A ship with the master computer works fine of course. i'm using 1.35

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Spot the error

Submitted by Captain Kwok on Wed, 2007-06-20 13:22.

In your first post, you have duplicate lines for all the requirements - that's not in your data file is it?

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Wed, 2007-06-20 13:29.

No duplicate, maybe there is something wrong with the crew quarters..

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Wed, 2007-06-20 13:33.

Name := Crew Quarters
Description := Area on a starship where the crew spends its off-hours.
Picture Number := 6
Maximum Level := 6
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level] - 1) * 20)
Cost Minerals Formula := 200
Cost Organics Formula := 300 + (([%Level] - 1) * 20)
Cost Radioactives Formula := 0
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 := Vehicle Control
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 Vehicle Systems.
Requirement 1 Formula := Get_Empire_Tech_Level("Vehicle Systems") >= (1 + (([%Level%] - 1) * 2))
Number Of Abilities := 1
Ability 1 Type := Crew Quarters
Ability 1 Description := Contains space for [%Amount1%] crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 25)
Ability 1 Amount 2 Formula := 0
Weapon Type := None

» login or register to post comments
Desdinova's picture

Re: Spot the error

Submitted by Desdinova on Wed, 2007-06-20 18:15.

i was reading another thread that mentioned this problem. http://www.spaceempires5.com/en-US/node/1539 its an older thread (last post was 12/2/2006) but it mentions upgrading ships and they have 1/2 movement afterwards, after a few turns the crews reappeared and ships moved normally. it doesnt mention any specific fix but does have suggestions on possible causes.

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Thu, 2007-06-21 09:43.

Well, I'll keep looking for the cause, but I appreciate any help.

I'll be releasing the Longship mod in about a month if all goes well.
Some changes include
-larger ship sizes
-rebalance of some tech areas like stellar manipulation
-FQM
-weapons from Balance Mod
-longer missile range
-long range beam weapon
-structure components (idea from another se4 mod) Toughens ship at 0kt, like inner armor

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Thu, 2007-06-21 11:21.

I replaced the life support and crew quarters with those from Balance mod and the ships now have full movement. I then raised the tech level to 6 and they still work. I have no idea where the code was wrong. But I can now resume work on the Longship Mod.

If anyone is interested in helping tweak one of the empires to use long range beams, please let me know. i do not know how to change the A.I.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

» login or register to post comments

Re: Spot the error

Submitted by Dvoongar on Sat, 2007-06-23 03:35.

If larger ships means double- and triple-deckers, you have my attention.

I suggest you consider 5kt weight for structure, and maybe slower ships instead of increasing all the ranges. This will still "improve" the range to movement ratio.

» login or register to post comments
Mod Designer

Re: Spot the error

Submitted by Quantum on Sat, 2007-06-23 07:41.

There is only one long range beam weapon, it will have low damage but constant rate of fire

Because I have increased the size of the ships, you now have to use the other deck space provided. At lease with really big ships any way.

As a weapon goes up in level, the firing rate gets a slight boost as well. A lv 1 PDC fires at 2000ms a lv 10 fires at 1980ms. This works for most weapons, however the DUC refuses to listen to me. Irritating.

Gravity drive has been added to the stellar manipulation tree,gives a boost to speed by reducing the relative mass/inertia of a ship.

Increased the research cost of some techs, like medical.

Work continues.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • The mod simply knowns as "New Stuff"
  • Troops/Fighter
  • Star Trek Trailers.....
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • New PBW Game: JumpGates (All Tech / No Warp Points)
  • This is a significant issue unless this is as intended
  • multi lines queue
  • I'm liking the game so far, but....
  • Unnamed's Stock AI upgrade Available
(c) Strategy First, Inc. All rights reserved.