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 5 users and 111 guests online.

Online users

  • GambitUK
  • evader23
  • Rilo57
  • Fyron
  • sluckinbill

Languages

  • English English
  • French French

Browse archives

« August 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 31
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Variable Research Costs???

Submitted by Lord Kasdar on Sun, 2007-10-21 23:32. SE:V MODs

I am looking for a way to make a research start at like 500 to research for the first level but get much higher as it goes.

I tried inputing a formula in the tech cost area and it causes the game to crash.

the 2 formulas I tried are

500 + (([%Level%] - 1) * 1000)

500 + (([%Level%]) * 1000)

the goal is to have the tech get exponentially higher to research as it gains levels but make it easy to research the first level.

‹ Unnamed mod question DxOps errors ›
» 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.

Re: Variable Research Costs???

Submitted by Hearteater on Mon, 2007-10-22 10:42.

Those formula aren't exponential. You might also want to include base cost in there. Try something like:

[%Level%] * [%Level%] * [%Base_Cost%]

If you are using the stock TechAreas.txt file be aware that level 20 techs will cost 400 times the cost to research level 1.

You can also play with adding in a constant starting value, or just a starting value based on the base cost. For example, the below would give you 100% the base cost for level 1, 110% for level 2, 140% for level 3, 190% for level 4, 260% for level 5, and so on:

[%Base_Cost%] + ([%Level% - 1) * ([%Level%] - 1) * [%Base_Cost%] / 10

Of course, level 20 would be 3710% (37.1 times as much) of level 1's cost, so be aware of your max tech levels.

» login or register to post comments

Re: Variable Research Costs???

Submitted by Lord Kasdar on Tue, 2007-10-23 15:32.

The problem I ran across is that it keeps crashing. And both of thos would crash because you cant have a negative or a 0 research cost with out the research page crashing. Also I have had problems with any formula crashing the research screen.

» login or register to post comments

Re: Variable Research Costs???

Submitted by Hearteater on Wed, 2007-10-24 12:28.

Neither of those yields negative research costs. The first one can give a 0 research cost, the second can only do so if [%Base_Cost%] is zero. If the formula is using current tech level for [%Level%] (I couldn't recall if it did or not) then change the formulas to:

[%Base_Cost%] + [%Level%] * [%Level%] * [%Base_Cost%]

or:

[%Base_Cost%] + [%Level%] * [%Level%] * [%Base_Cost%] / 10

As for why it is crashing, what other mods have you made? Have you tried taking stock files and simply adding a "+ 1" onto the end of the tech formulas and see if that works and shows up properly in game?

» login or register to post comments
Mod Designer

Re: Variable Research Costs???

Submitted by Gideon on Wed, 2007-10-24 14:11.

As far as I can tell...

The research cost for a tech (the number you have to reach in order to advance a level) is equal to (current_tech_level + 1) * Level_Cost.

If your formula comes up with zero, then the cost to research will be zero.

The game seems to calculate the research time remaining as ammount_spent_so_far / research_cost_for_this_tech.

If the cost for the next level is zero, then you get a number divided by zero. This causes whatever software you are using to self-destruct and crash to desktop, as any number divided by zero is infinite. Don't ask why, its a freaky math thing...

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
GidMod

» login or register to post comments

Re: Variable Research Costs???

Submitted by Lord Kasdar on Wed, 2007-10-24 17:26.

working with a clean slate right now and still get crashing with any formula. Can anyone verify that they can get a formula to work with research costs?

» 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:

  • Any chance of different setup options for each player?
  • Balace Mod for Stock SEV Petition
  • Importing shipsets to a saved game.
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Patch 1.44 Deutsch

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:

  • What is IRM and what does it do to/for the game?
  • Users Guide Availble at Steam
  • Feature request and/or assistance please
  • facilities disappear
  • Other race
(c) Strategy First, Inc. All rights reserved.