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

Unique buildings and ships

Submitted by Tilarium on Sun, 2007-10-28 14:37. SE:V MODs

I was playing today and was wondering if it was possible to make facilities that are limited to either 1 per empire or 1 per system. The one per empire I'm thinking things like Industrial capitol (Boost to construction on that planet) or Research Captiol or Intelligence Capitol. The 1 per system, the one thing I was thinking was a System Capitol facility that was more a complex. I got that idea when I started naming one planet in each system as the capitol for that system and giving it the med facility and happiness facilities and such but thought it would be easier and more to my style to make it all a 5k faclity and giving it the good bonuses... but ofcourse would be needed to limit to one per system. Then I thought this idea one further and thought it would be need to make it so you could only have 1 base ship per empire.

And another question I'm thinking off while I'm here. Has anyone ever figured out if it was possible to add in research/intel componants. Mainly I'm just thinking of having them on space stations... maybe put research componants on ships but will only add a very small percentage.

‹ GidMod 4.8.0b AI detecting Crystallurgy and Organic Manipulation... ›
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Mod Designer

Re: Unique buildings and ships

Submitted by Fyron on Sun, 2007-10-28 16:36.

1 per system is possible, as per the new facility count functions in 1.58.

Research/intel components partially work; when in orbit of a colony you own, the ability values are added to that colony's production (the resource abilities work this way too). Nothing is produced if the ship is not in orbit of a colony, however.


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Mod Designer

Re: Unique buildings and ships

Submitted by Gideon on Sun, 2007-10-28 16:50.

You could set the scope to be:
Galaxy - This Player

I don't think there is a requirement formula for only one per player (you can do one per planet and one per system), however, many facility abilities only allow the points from one of them to function. So, while a player may place more than one, only one will function.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
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Re: Unique buildings and ships

Submitted by Ophanim on Sun, 2007-10-28 20:21.

Is there a requirement that points to another facility? I'm looking to create facility trees like Master of Magic for a mod I've really neglected.

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Mod Designer

Re: Unique buildings and ships

Submitted by Gideon on Sun, 2007-10-28 22:16.

Ophanim wrote:
Is there a requirement that points to another facility? I'm looking to create facility trees like Master of Magic for a mod I've really neglected.

One way might be to use Get_Planet_Ability_Facility_Count() with an ability on the required facility in question.

If you want one PARTICULAR kind of facility, you could use Get_Planet_Specific_Facility_Count().

Look up both of those in the SE5_Modding.pdf file in the Docs directory of SE5.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Mod Designer

Re: Unique buildings and ships

Submitted by ekolis on Mon, 2007-10-29 09:04.

And if you want to get fancy, you *should* be able to use an event script to iterate through the build queues every turn, find out who's building some particular "galactic wonder" facility (think Civ or Galciv), and delete it from all but one queue, sending a message to the other players that the facility is already under construction elsewhere! (Of course, you'd have to randomly pick a queue to be successful if two or more players started building it at once...)

At least I THINK that's possible... I've never used the event scripts, but I think there are some functions for modifying construction queues in there somewhere... Sticking out tongue

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

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Mod Designer

Re: Unique buildings and ships

Submitted by Gideon on Mon, 2007-10-29 11:11.

ekolis wrote:
And if you want to get fancy, you *should* be able to use an event script to iterate through the build queues every turn, find out who's building some particular "galactic wonder" facility (think Civ or Galciv), and delete it from all but one queue, sending a message to the other players that the facility is already under construction elsewhere! (Of course, you'd have to randomly pick a queue to be successful if two or more players started building it at once...)

At least I THINK that's possible... I've never used the event scripts, but I think there are some functions for modifying construction queues in there somewhere... Sticking out tongue

Yep, you can do that. You can also differentiate between completed structures, and ones in the build queue, allowing you to delete it from build queues only after someone completes one.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Re: Unique buildings and ships

Submitted by Rls 81 on Mon, 2007-10-29 14:11.

uhh are you guys even speaking english build big ships blow shit up

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ekolis's picture
Mod Designer

Re: Unique buildings and ships

Submitted by ekolis on Mon, 2007-10-29 15:12.

Huh? Yeah, that's the general strategy of 4X games, but some of us like to mess around with them a bit more Eye-wink

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

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Mod Designer

Re: Unique buildings and ships

Submitted by Gideon on Mon, 2007-10-29 15:44.

Rls 81 wrote:
uhh are you guys even speaking english build big ships blow shit up

This is a specialized language known as "Modder-ese". Its best to run before you understand it. If you do understand it, it is too late, and you will find yourself losing friends, family, sleep, and whole weekends while you wade through code.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Unole's picture

Re: Unique buildings and ships

Submitted by Unole on Fri, 2007-11-02 11:30.

Gideon wrote:

This is a specialized language known as "Modder-ese". Its best to run before you understand it. If you do understand it, it is too late, and you will find yourself losing friends, family, sleep, and whole weekends while you wade through code.

Oh, help me. I think I'm infected. My wife is looking at me like I'm speaking a foreign language. Smiling Ooops, too bad. Guess she'll just have to deal with me again.

Directive 721: Cover your own a$$ first. Solo

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