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

New Crystalline components.

Lord Aries Greymon's picture
Submitted by Lord Aries Greymon on Thu, 2007-11-22 00:47. SE:V MODs

Allright, I think I have them working perfectly now. Copying the most recent code since that works. Sorry for all the trouble

Here's the components:

Name := Crystalline Shield Generator
Description := Device that creates an energy field which absorbs some damage.
Picture Number := 232
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 100 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 200 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
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 Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 1 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= [%Level%]
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Shield Generators provide [%Amount2%] shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Normal Shields"
Ability 1 Amount 2 Formula := 260 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by [%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Shield Generator converts a portion of weapons damage into [%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None

Name := Crystalline Phased-Shield Generator
Description := Device that creates an energy field which cannot be penetrated by phased weapons.
Picture Number := 234
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 150 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 300 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
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 Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 10 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= (10 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Phased-Shield Generators provide [%Amount2%] phased shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Phased Shields"
Ability 1 Amount 2 Formula := 400 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by [%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Phased-Shield Generator converts a portion of weapons damage into [%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None

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BlueTemplar's picture

Re: New Crystalline components.

Submitted by BlueTemplar on Thu, 2007-11-22 02:53.

That would be a great addition! Having to research physics to fully use cristalline tech has always annoyed me...


Have a question? Search the wiki first!

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Psieye's picture

Re: New Crystalline components.

Submitted by Psieye on Thu, 2007-11-22 04:22.

Why not stick them in and start an all-tech game? Then start a game with cheap research and high starting planets to see if you can attain it normally.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Thu, 2007-11-22 04:42.

BlueTemplar wrote:
That would be a great addition! Having to research physics to fully use cristalline tech has always annoyed me...
Have a question? Search the wiki first!

Smiling Why thank you. I probably should make one like that, or better, re-do the Crystalline ships so that they normally produce shields. I think I'll do the second right now in fact. I may even post it later.

Puzzled As-is, even with these new components, you still have to research Physics, then Shields. They're simply better shield generators than allready exist.

Unfortunatly, I still don't have the answer I needed.
____________________
I'll make one later.

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Re: New Crystalline components.

Submitted by Lastdreamer on Thu, 2007-11-22 04:52.

If I don't make a mistake you have meda an error here:

Quote:
Requirement 1 Description := Empire must have at least tech level 1 in Crystallurgy. Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 2 * [%Level%] - 1 Requirement 2 Description := Empire must have at least tech level 1 in Shields. Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= 2 * [%Level%] - 1

When you have reached the first level of Crystallurgy or Shields, your requirement formula became: Get_Empire_Tech_Level ("Crystallurgy") >= 2 * 1-1 that is 0... you must write like this:

Get_Empire_Tech_Level ("Crystallurgy") >= 1 + ([%Level%] - 1)

And one last thing... I don't know for sure, but I think that the "Shield Generation From Damage" ability work ONLY if the component is damaged, so, only if dmg go to your Shield Generator, not when the Shield are hit...

Nice idea!

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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Thu, 2007-11-22 04:57.

Psieye wrote:
Why not stick them in and start an all-tech game? Then start a game with cheap research and high starting planets to see if you can attain it normally.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

Allright, I'll do that. Dunno why I hadn't thought to.

EDIT: Just did that, but the Data files won't load. It tells me that it can't find any of the fields required.

IE: Could not find field "Picture Number" in record "Crystalline Shield Generator".

I'm officially stumped.
____________________
I'll make one later.

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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Thu, 2007-11-22 05:01.

Lastdreamer wrote:
If I'm not mistaken you have made an error here:

Quote:
Requirement 1 Description := Empire must have at least tech level 1 in Crystallurgy. Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 2 * [%Level%] - 1 Requirement 2 Description := Empire must have at least tech level 1 in Shields. Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= 2 * [%Level%] - 1

When you have reached the first level of Crystallurgy or Shields, your requirement formula became: Get_Empire_Tech_Level ("Crystallurgy") >= 2 * 1-1 that is 0... you must write like this:

Get_Empire_Tech_Level ("Crystallurgy") >= 1 + ([%Level%] - 1)

And one last thing... I don't know for sure, but I think that the "Shield Generation From Damage" ability work ONLY if the component is damaged, so, only if dmg go to your Shield Generator, not when the Shield are hit...

Nice idea!

Thank you, I'll try that and see if it helps. Formulae are not my strong suit.

As to the Damage part, I'm well aware of it, it's part of a modification I made to every Crystalline Component. The thought was, if armor can do it, why can't anything else crystalline? So I made all the Crystalline stuff do it.
____________________
I'll make one later.

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Re: New Crystalline components.

Submitted by Lastdreamer on Thu, 2007-11-22 05:19.

Quote:
As to the Damage part, I'm well aware of it, it's part of a modification I made to every Crystalline Component. The thought was, if armor can do it, why can't anything else crystalline? So I made all the Crystalline stuff do it.

Nice Idea... very close to mine about regeneration for all Organic component...

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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Thu, 2007-11-22 08:25.

Lastdreamer wrote:
Quote:
As to the Damage part, I'm well aware of it, it's part of a modification I made to every Crystalline Component. The thought was, if armor can do it, why can't anything else crystalline? So I made all the Crystalline stuff do it.

Nice Idea... very close to mine about regeneration for all Organic component...

Good to know I wasn't the only one. I did that first, because it took me about a day to decide on what to do to the Crystalline stuff.

However, even with your math help, the data file still doesn't load.

Blue Templar: I made most of the Crystalline Hulls generate shields, and that part works as intended. I'll make a new post for it after I upload to Rapidshare or something.
The only hull that doesn't is the Mine hull, but I figured that one wasn't even worth the effort, as it can't be shot in combat.

EDIT: for some reason unarmed bases won't generate the shields. Everything else has so far.
____________________
I'll make one later.

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ekolis's picture
Mod Designer

Re: New Crystalline components.

Submitted by ekolis on Thu, 2007-11-22 08:54.

Supplies are needed for shields to function - do your bases have supply storage?

~~~
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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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Thu, 2007-11-22 21:34.

\Aries blinks, then beats himself with the Dunce cap/
I can't believe I forgot that. Means they are working, but because the unarmed bases have no supply, ... Thanks.

Now then, why aren't the new components working? The game refuses to see the information on it.

Thus, I get "Could Not Find Field" errors relating to every info field.

Any ideas why?

EDIT: Well, I still don't know why it wasn't working, but I Remade them both from the base shield generators, and they work!

Here's the important bits, feel free to use them, heck, put them in your mods if you want.

Name := Crystalline Shield Generator
Description := Device that creates an energy field which absorbs some damage.
Picture Number := 232
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 100 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 200 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
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 Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 10 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= 1
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Shield Generators provide [%Amount2%] shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Normal Shields"
Ability 1 Amount 2 Formula := 200 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by

[%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Shield Generator converts a portion of weapons damage into

[%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None

Name := Crystalline Phased-Shield Generator
Description := Device that creates an energy field which cannot be penetrated by phased

weapons.
Picture Number := 234
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 150 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 300 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
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 Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 10 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= (10 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Phased-Shield Generators provide [%Amount2%] phased shield

points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Phased Shields"
Ability 1 Amount 2 Formula := 400 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by

[%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Phased-Shield Generator converts a portion of weapons damage

into [%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None
____________________
I'll make one later.

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Draco18s's picture

Re: New Crystalline components.

Submitted by Draco18s on Fri, 2007-11-23 00:41.

Lord Aries Greymon wrote:
The only hull that doesn't is the Mine hull, but I figured that one wasn't even worth the effort, as it can't be shot in combat.

They can, actually. I've had it happen. They aren't USEFUL in combat, as ships have a longer firing range than mines have detect-and-explode range, so two ships tend to take the task of clearing the minefeild out (i.e. each goes one way around a planet killing the circle of mines/satelites).

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Lord Aries Greymon's picture

Re: New Crystalline components.

Submitted by Lord Aries Greymon on Fri, 2007-11-23 01:21.

Draco18s wrote:
They can, actually. I've had it happen. They aren't USEFUL in combat, as ships have a longer firing range than mines have detect-and-explode range, so two ships tend to take the task of clearing the minefeild out (i.e. each goes one way around a planet killing the circle of mines/satelites).

Wow, I've never seen that happen. Interesting to know.
____________________
I'll make one later.

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Draco18s's picture

Re: New Crystalline components.

Submitted by Draco18s on Sat, 2007-11-24 22:44.

Happens all the time to me in Balance Mod 1.11
My guess is that fleets flying into a mine feild don't trigger them all, or the mines in planet cargo space aren't considered deployed and thus not a minefeild per say, but space combat pulls them out of cargo space (like satelites) and drops them in orbit.

I assume you could force a ship to fly near one and have it explode, but...why?

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ekolis's picture
Mod Designer

Re: New Crystalline components.

Submitted by ekolis on Mon, 2007-11-26 14:18.

Hmm, maybe mines need a wider "detect-and-explode" range in Balance Mod then... just increase the range of the warhead, that *might* do it... of course, if you make them longer-ranged than PDC, then the PDC will be useless against them (since they detonate instantly, they don't seek AFAIK), so maybe the PDC and mines' ranges should depend slightly on level - say, PDC and mines level 1 might work out to 40km, but at max level they might both work out to 80km...

~~~
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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Draco18s's picture

Re: New Crystalline components.

Submitted by Draco18s on Mon, 2007-11-26 15:41.

I'd personally say that Mines at 1 would be 30km and PDC be 40km. That way the PDC of the same level will be good against same level mines (the whole point, right?) and to disable other weapons from targeting mines. Currently I watch ships use anti-proton beams (my weapon of choice) on them because of the higher range than PDC.

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ekolis's picture
Mod Designer

Re: New Crystalline components.

Submitted by ekolis on Mon, 2007-11-26 16:01.

... wtf?
Anti-proton beams can target MINES???

SMALL anti-proton beams I'd understand, but ship-mounted ones???

~~~
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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Draco18s's picture

Re: New Crystalline components.

Submitted by Draco18s on Tue, 2007-11-27 00:52.

That's what I've observed them doing. I'll take a screen shot next time. Smiling

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