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Home » news » forums » Space Empires V » Space Empires V General

steelar manipulation components... more than one use?

Submitted by solanrix on Sat, 2007-12-08 18:43. Space Empires V General

hi there just for fun i thought id try and make warp point openers and closers not be destroyed after use, so i went and altered the code appropriatly but once used they still break...
heres the alterations...

this one is default from balance mod 1.11 and sev 1.58

Name := Gravitational Condenser
Description := Gravitational beam that closes an active warp point.
Picture Number := 70
Maximum Level := 1
Tonnage Space Taken Formula := 100
Tonnage Structure Formula := 100
Cost Minerals Formula := 60000
Cost Organics Formula := 0
Cost Radioactives Formula := 30000
Supply Amount Used Formula := 500
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 := Stellar Manipulation
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 10 in Stellar Manipulation.
Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Manipulation") >= 10
Number Of Abilities := 2
Ability 1 Type := Warp Point - Close
Ability 1 Description := Can close any size warp point.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Destroyed On Use
Ability 2 Description := Component is destroyed after use.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Weapon Type := None

replaced with this

Name := Gravitational Condenser
Description := Gravitational beam that closes an active warp point.
Picture Number := 70
Maximum Level := 1
Tonnage Space Taken Formula := 100
Tonnage Structure Formula := 100
Cost Minerals Formula := 60000
Cost Organics Formula := 0
Cost Radioactives Formula := 30000
Supply Amount Used Formula := 500
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 := Stellar Manipulation
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 10 in Stellar Manipulation.
Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Manipulation") >= 1
Number Of Abilities := 1
Ability 1 Type := Warp Point - Close
Ability 1 Description := Can close any size warp point.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Weapon Type := None

‹ Who has the best AI mod? Where is a guide to AI tweaking? Toxic Injectors do nothing ›
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Re: steelar manipulation components... more than one use?

Submitted by Alpedar on Sat, 2007-12-08 22:47.

Using them every turn is imo good enough return. (Et least in BM, you can pack WP closer or opener AND repair component in single cruiser, so it opens WP, repeair itself and can double as repair ship for fleet)

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Re: steelar manipulation components... more than one use?

Submitted by solanrix on Sat, 2007-12-08 23:57.

yes i know that but just for arguments sake how can you make them more than one use? thought id start with unlimited or maybe cap it at 5 or something...

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Re: steelar manipulation components... more than one use?

Submitted by solanrix on Sat, 2007-12-08 23:57.

yes i know that but just for arguments sake how can you make them more than one use? thought id start with unlimited or maybe cap it at 5 or something...

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MasterChiToes's picture

Re: steelar manipulation components... more than one use?

Submitted by MasterChiToes on Sun, 2007-12-09 01:24.

I think you'd need to sill have an Ability 2 to define the component type as something other than "Component - Destroyed On Use"... look for another Component Type to put in there.

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Re: steelar manipulation components... more than one use?

Submitted by solanrix on Sun, 2007-12-09 01:31.

maybe maybe but it is defined as having only one ability, doesnt need to have 2 that im aware of, also tested in game and the "component destroyed after use" text does not display in its ability description, stil destroyes it though...
thinking it may be one of those hardcoded things or im missing something obvious.

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Isopsyco's picture
Mod Designer

Re: steelar manipulation components... more than one use?

Submitted by Isopsyco on Sun, 2007-12-09 11:43.

I've done what your trying to do, I use FTL drives in a set pair to regenerate the damage after one turn. It has open WP ability and regenerate ability (set really high) that after one turn its ready to go. You have to have a set of two to make it work though.

The auto destroy after use is hard coded in the game engine on WP openers (and closers) there is no way around it, it will take 100% damage.

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Isopsyco's picture
Mod Designer

Re: steelar manipulation components... more than one use?

Submitted by Isopsyco on Sun, 2007-12-09 11:46.

here is my component type:

Name := Mark V FTL Drive
Description := Large FTL drive system with Extended range.
Picture Number := 71
Maximum Level := 25
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 100
Cost Minerals Formula := 60000 + (([%Level%] - 1) * 3000)
Cost Organics Formula := 0
Cost Radioactives Formula := 30000 + (([%Level%] - 1) * 2000)
Supply Amount Used Formula := 500
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Astrophysics
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 20 in Astrophysics.
Requirement 1 Formula := Get_Empire_Tech_Level("Astrophysics") >= (20 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 8 in Construction.
Requirement 2 Formula := Get_Empire_Tech_Level("Construction") >= (8 + ([%Level%] - 1))
Number Of Abilities := 4
Ability 1 Type := Warp Point - Open Distance
Ability 1 Description := Can open a warp point out to a system [%Amount1%] light years away.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 40 + [%Level%]
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Warp Point - Close
Ability 2 Description := Can close any size warp point.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Component - Regeneration
Ability 3 Description := Component requires time to recharge and reset before initiating another FTL Jump.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1500 + (([%Level%] - 1) * 6.5)
Ability 3 Amount 2 Formula := 0
Ability 4 Type := AI Tag 01
Ability 4 Description :=
Ability 4 Scope := Space Object
Ability 4 Range Formula := 1
Ability 4 Amount 1 Formula := 1
Ability 4 Amount 2 Formula := 1
Weapon Type := None

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Re: steelar manipulation components... more than one use?

Submitted by solanrix on Sun, 2007-12-09 16:46.

ah thanks for that, figured it might be hard coded, but then couldnt figure out why it be in the text 2 if hard coded, maybe for a later fix like the shipyards, be nice havn lotsa ftl ships zipping round the place that didnt destroy their engines every turn.
also checkd the resupply and emergency movement pods, they are hard coded to destroy after one use to.

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