2 armor questions (That got answered! Thanks much) |

I'm about to get into moding the armor components, and I'm curious exactly how does the armor system work?
1 a) If I add a new component say: nanite infused armor with the ability to repair its self (ala organic armor) and I put one component of it on my ship will it repair ALL the armor I put on there or just that one piece?
1 b) If not, is it possible to get a component to layer over all? For example I want to add chummle armor that reduces the effects of missle weapons and I want it to act as an addon to the armor components present, can this be coded?
2 I've added external ordinance missles to my components, to limit the number one can use I made the placeable only in the armor slot, are there any special considerations I have to take into account?
3 This is really just an opinion thing, naming my Mod
chocies thus far:
A. Callous Cosmos
B. The Stars Ablaze
C. Scorched Space
D. Celestial Inferno
Re: 2 armor questions
1b) Could you make some sort of mount for armour in componentenhancements.txt?
Re: 2 armor questions
1b) you can try changing DamageTypes.txt, create demage type for missiles, which will make less damage to your "chummle armor".

Re: 2 armor questions
Armor is damaged in the order it's placed on the design. So if you put an emissive armor first and then add a regular armor, the emissive armor will be damaged before the regular armor.
Re: 2 armor questions
Game mechanics/physics should be defined by the mod, never by shipsets. Any sort of per-race balance of slot layouts should be handled via racial traits, specified hulls for each race type, and customized slot layouts for each race type in the slot override file.
I'm not positive, but I would assume that the "Weapon Delivery Type Damage Received Modifier Percent" ability used by the Energy Refractor functions in the same way.
Re: Wow this is getting more complex than I thought.
That may or may not work, but it's a logical mess. I don't want to even try parsing it. 
Consider that A is the statement:
Get_Design_Specific_Component_Count ("Composite Armor") >= 1
and B is the statement:
Get_Design_Specific_Component_Count ("Energy Refractive Armor") >= 1
It follows that !A (not A) is thus:
Get_Design_Specific_Component_Count ("Composite Armor") < 1
and !B (not B) is thus:
Get_Design_Specific_Component_Count ("Energy Refractive Armor") < 1
Consider for a moment that TRUE = 1, and FALSE = 0.
We can construct the following truth table:
A B Output 0 0 1 0 1 1 1 0 1 1 1 0
For reference, the first line means that when A and B both equal 0, our result is 1. In terms of tech reqs, this means if we have neither any Composite Armor nor any Refractive Armor, the requirement is satisfied. It only fails to be satisfied when A = B = 1, or when we have both. Now back to the logic:
This truth table represents a fairly simplistic boolean function:
A NAND B
NAND is literally the inversion of AND; it returns 0 when both values are 1, 1 otherwise.
Unfortunately, we do not have a NAND operator, so we must express things in terms of OR, AND and NOT. Since NAND is the inversion of AND, this is simply:
!(A AND B)
And in SE5 function speak:
NOT ( Get_Design_Specific_Component_Count ("Composite Armor") >= 1 AND
Get_Design_Specific_Component_Count ("Energy Refractive Armor") >= 1 )
Re: 2 armor questions (That got answered! Thanks much)
How is it tedious? You just have to add one ability and one requirement to each type of external mount missile (apparently there is no Get_Design_Specific_Component_Percentage_Of_Hull_Space function).
Ability:
Number Of Abilities := 1 Ability 1 Type := AI Tag 01 Ability 1 Description := Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0
Requirement:
Requirement X Description := One cannot use more than 25% of the hull to mount external missiles.
Requirement X Formula := Get_Design_Ability_Percentage_Of_Hull_Space("AI Tag 01", "") <= 25
Re: 2 armor questions (That got answered! Thanks much)
SEnet is happy to host your mod. You can use the downloads submission form to submit it to the database. If you don't have anywhere to post it online temporarily, you can email it to me at admin at spaceempires dot net, and type in random gibberish for the URL field in the form. 
AI Tags are an ability like any other; they just happen to have literally no functional role. You can even assign them values to create a complex power plant requirement scheme. 
Re: 2 armor questions (That got answered! Thanks much)
Is it in some way possible to change the order components take damage ?
I think it would be nice to spread the damage taken evenly on all components involved
from outside to inside
shield -> armor -> outer hull -> inner hull
Re: 2 armor questions (That got answered! Thanks much)
I read about leaky to, but thats not what I meant,
I meant the damage order explained earlier in this thread, that components beeing damaged in the same order they were placed on the ship
I wanted to know if there is any way to change this 
Re: 2 armor questions (That got answered! Thanks much)
Not at all
What I wanted to know, and if I understood previous post correctly, is
the current system of damage application works like this
if I place i.e. three armor components on a ship c1,c2,c3 and my ship takes 50 damage
then c1 will take 50 damage and c2 and c3 are not scratched at all.
when more damage is applied c1 will eventually get destroyed and c2 gets damaged .. and so on ..
what I like to know is if this can be changed ( if it is the way it works at all
)
so that .. firt shield goes down ... its treated as one entity allready,
then all armor is damaged evenly, then outer and inner components. ( i know i ignore skipping abilities )
applied to the example it means my ship takes 60 damage which is spread out on
c1,c2,c3 each take 20 damage ( 60 is just easier divided than 50 ^^ )
until all armor is destroyed

Re: 2 armor questions (That got answered! Thanks much)
Note that the ShieldAndArmorLevels.txt file has no effect at this time. All mixed shield types are treated as normal points and armor is damaged in the order it's placed. I've mentioned to MM several times that damage should follow the order of components as laid out in the ShieldAndArmorLevels.txt file, but no fix yet.
Re: 2 armor questions (That got answered! Thanks much)
So the answer to my initial question is : if not hardcoded, then no.




) Thanks much Fyron!
Re: 2 armor questions
1a) The organic repair ability only repairs components with said ability. It is not actually tied to armor components.
1b) Armor is damaged in the order you place it on the ship design. You can add special damage types for missiles and set the armor types to reduce damage accordingly.
2) Don't rely on slots for limits; all shipsets have different numbers of them. Instead, add a requirement to the weapon component that limits the amount you can place on a ship. Look at the engine requirement in VehicleSizes.txt to see how it is done. If you want a percentage based formula instead of a flat number, for a more scalable approach, look up the cargo requirement on Transports (or fighter bays on carriers).
SpaceEmpires.net | Space Empires Wiki