A Potential mod. |

Greetings everyone, it's me again, the guy who made the semi-crystalline Shield Generators a while back. Here
I've decided to go into full Mod-mode, but I'll need help, mostly because I'm currently trying to revamp the Racial Techs.
Currently, the Organic ships are completed, and I am partway done with the Crystalline.
Should I re-do the TEMPORAL trait and grant them special ships?
In this case, they'd have more room that their normal brethren, and be naturally more resistant to damage. (yes, from the hull up) But, as a partial compromise, they'd have appoximately 5% higher maintenance costs.
The Working title is Project Sannikov.
I'm allso including the general notes I've made so far, please forgive their haphazard nature.
I've had most of my ideas (new, pulled from Balance, pulled from IRM) written down for a while, just never found the interest to actually work on them.
Regardless, the first generation of Crystalline Hulls is working, though far from done.
Y'see, I've tied in Crystal hells to the Shields tech. You research shields, and your ship gains a permanent, regenerating, is-bolstered-by-damage shield.
It's kinda wimpy though, but a free life-time shield is still free.
Research Phased shields, and the free shield upgrades to Phased.
There will be 2 kinds of ORGANIC ARMOR. A bark/bone type, and the standard "fleshy" kind.
I plan for all of the organic components to regenerate. The Organic Hulls will bolster this regeneration.
As per Inter-Related Mod, they'll take slightly more damage than other component types.
The Bark/Bone armor will regenerate slowly at best, but provide superior damage negation.
The "fleshy" armor will regenerate quickly, take at least double damage from all weapons, and act as a low-level Solar-Collector.
All armor will negate some damage, though I've yet to learn EKolis' trick to make it stack.
All armor can be bypassed, though generally only by the heavy weapons.
Point-defense, will feel more like a defense than an afterthought. They'll be in differing sizes, with varied damages.
More important, PD weapons target everything. Whether they can hurt the target is a whole different matter.
SOME SEMI-BAKED PD DESIGNS:
0.2sec reload, 1kt, PD Cannon Light-battery.
0.3sec reload, 20kt, Flack-Missile battery.
0.2sec reload, 3kt, "Porcupine" Shard-gatling battery.
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I'll make one later.

Re: A Potential mod.
Short term fix: Create two hulls. One Hull is standard shielding and the 2nd hull for Phase shielding becomes available when you reach XYZ research levels. The player decides what hull he builds. This gives you the option to customize their resource costs as well.
Re: A Potential mod.
Just put the Get_Tech_Level function in the ability formulas. Something like this for regular shield ability:
iif(Get_Tech_Level("Shields") < X, 30 * [%Level%], 0)
And this for phased shield ability:
iif(Get_Tech_Level("Shields") >= X, 30 * ([%Level%] + X), 0)
Assuming both types of shields come from the same tech area, and X is the point where they become phased, anyways. Modify as needed for what the actual tech reqs are.
Re: A Potential mod.
If you're gonna tweak the temporal guys, change their special shipyard to be an enhancer for the normal shipyard. Thus eliminating that irritating "scrap and rebuild" feature.
Re: A Potential mod.
Greymon,
The most difficult part is learning the iif statement. The rest is pretty logical.
iif (condition, value_if_true, value_if_false)
hope that helps.

Re: A Potential mod.
Did a test run anyway, and the game can't understand them. I have a feeling it's my limited understanding here that's killing everything.
I'll say this again, as it seems to be a major part of the problem.
I am very, very, bad with Formulas.
For now, I'll use the fall-back plan, and just make several versions of the Shielded ships, and put in requirements for Shields to use the hulls.
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I'll make one later.
Devnull's editor is version 1.58 of SEV compatible. Some of the new functions added in 1.66 are not Devnull recognized. Trying loading the mod in a game and testing the options Fryon gave you.
Re: A Potential mod.
I wrote them off the top of my head, so there might be spacing issues with SE5's silly formula parser. 
Re: A Potential mod.
You really shouldn't implement multiple hulls... It only creates design problems for the player, and massive maintenance problems for the modder.
SE5's parser sometimes has issues with order of operations, and its easiest to get in the habit of encapsulating the operands for logical operators (OR, AND, NOT) in parenthesis. eg:
(GETL("A") >= 1) OR (GETL("B") >= 1)
Re: A Potential mod.
would it cause issues with the ai? (multiple hulls that is)
Re: A Potential mod.
Space and cost formulas will accept the get tech level function too.
Re: A Potential mod.
you might be able to work around the decimal truncation.
If the desired result is .35 + .7 = 1.05
you can do it as ( 35 + 70 ) / 100 = 1.05
Of course SE5 will still truncate the result, but at least it'll do the figuring first.




Re: A Potential mod.
Grrr, a conundrum.
I have most of the crystalline ships, but I need help crafting a formula to make it work.
Basically, when I obtain shields, the crystal ships need to have a shield generation ability activate.
Then, when I achieve phased shields, the normal shield generation must stop, and a phased shield generation activate.
Please, Help me out here.
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I'll make one later.