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 124 guests online.

Online users

  • benc

Languages

  • English English
  • French French

Browse archives

« Juillet 2008  
Lu Ma Me Je Ve Sa Di
  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 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

[idea] one components affect on others, problems with implementation

Submitted by Ice Wind on Mon, 2007-07-23 16:03. SE:V MODs

A weak ago i decided to make Repair Bays to improve Space Yard's building rate.
Then i've spread this idea on some other sides- for example additional crystalline armor plating can improve beam reflection ability, or to improve energy magnifier damage. But...
When i tried to implement this, for example, a piece of code about Repair Bays:

Ability 4 Type := Space Yard Rate Modifier
Ability 4 Description := Space Yard construction rate increased by [%Amount1%]%.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 10 * ( Get_Design_Specific_Component_Count("Repair Bay") )
Ability 4 Amount 2 Formula := 0

It doesn't work... As i saw such functions as Get_Design_Specific_Component_Count, or Get_Design_Ability_Total don't work in abilities like Space Yard Rate Modifier, or Space Yard, they return 0 at all cases.
Is there any way to overcome this problem?
And so i want to know about function restrictions in all abilities, if such information is available

‹ where can i download ergie272's MapCompiler? Best mod for current version? ›
» 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.
ekolis's picture
Mod Designer

Re: [idea] one components affect on others, problems with implem

Submitted by ekolis on Mon, 2007-07-23 17:16.

Just take out the component count function and set the ability formula to 10 - I'm pretty sure the space yard rate modifier stacks already. (If it worked the way you wanted, you'd have something along the lines of exponential space yard rate modifiers, as if you had one repair bay it would provide a 10% bonus, if you had 2 you'd have 2 providing a 20% bonus each for a total of 40%, if you had 3 you'd have 3 providing a 30% bonus each for a total of 90%, etc. Shocked)

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

» login or register to post comments
Mod Designer

Re: [idea] one components affect on others, problems with implem

Submitted by Fyron on Mon, 2007-07-23 19:10.

I sure hope the SY rate modifier doesn't stack with other instances...

There is no way to work around such issues. Sadly, the count functions are only valid in requirement fields, not ability value fields.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: [idea] one components affect on others, problems with implem

Submitted by Thy Reaper on Mon, 2007-07-23 19:37.

Recently I suggest a stack entry, kind of like scope, but determines the stacking behavior for a specific instance of an ability. Didn't get a response about it, though...

-----
Space for rent - please contact owner

» login or register to post comments
Mod Designer

Re: [idea] one components affect on others, problems with implem

Submitted by Fyron on Mon, 2007-07-23 19:53.

Some abilities have a stack entry already; Value 2. Stuff like Combat To Hit bonuses can stack or not stack, based on Value 2.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: [idea] one components affect on others, problems with implem

Submitted by Thy Reaper on Mon, 2007-07-23 21:43.

My suggestion was in addition to that, and generally requires that value to function.

Basically, you can choose whether members of the same group (value 2) will stack by addition, the best/worst will be chosen, diminishing returns, etc.

-----
Space for rent - please contact owner

» 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
  • Cloaked Warp Points
  • Capturing suicidal colony ships of Balance Mod AI empires
  • Space Empires V 1.74
  • Space Empires V

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:

  • Gid Mod
  • randomizing music
  • Population Loyalty
  • Another Demo bug
  • Real Time Client
(c) Strategy First, Inc. All rights reserved.