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

Mod coding help with a ship combat only engine.

Romulus68's picture
Submitted by Romulus68 on Mon, 2008-03-03 13:24. SE:V MODs

I looked at other mods, but couldn't find where anyone already did this.

I read a post where a player was requesting a Monitor class ship and I really liked the idea. Basically, that is a ship that doesn't leave a system or in SEV's case it doesn't leave orbit. The Monitor ship is intended to defend planets and can take the fight to attackers versus weapon platforms being limited in range by just setting on the planets.

I tried to make an Engine that provides only combat movement and no sublight in system movement. I mirrored Afterburners as a basis for the design, but even with multiple System Drives I couldn't get the movement in combat past 2km even with the restrictions pulled. At least I think I had it pulled.

What I am trying to make:
1. Engine with combat movement only.
2. New engine can't be combined with normal engines.
3. Follows the same hull restrictions for engine placement and engine count.
4. Component reduces the overall ship maintenance cost. I don't want to make new hulls, but the monitor is meant to be cheap to maintain.
5. Add normal engine requirements. ie...supply storage, cost to build, maintenance, etc.
6. I'll tweak the numbers after we get it to work.

I'm asking this here and www.spaceempires.net

‹ Fighters and resuppling during combat. How to Design Tech Trees ? ›
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Captain Kwok's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Captain Kwok on Mon, 2008-03-03 13:44.

The "Combat Movement" does not stack together. Only the maximum value is used.


Space Empires Depot | SE:V Balance Mod

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Mon, 2008-03-03 13:47.

Captain Kwok wrote:
The "Combat Movement" does not stack together. Only the maximum value is used.


Space Empires Depot | SE:V Balance Mod

That explains why I couldn't get the ships past 2km. Otherwise, I pretty much had it coded.

How would i code it, so that no other engines could be combined with my System Drive?

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Captain Kwok's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Captain Kwok on Mon, 2008-03-03 14:29.

Edit the engines requirement on the Monitor Hull in VehicleSizes.txt to be 0. You can make your "System Drive" larger (like 100kT or 200kT) and provide 5-10 combat movement to accomplish your idea.


Space Empires Depot | SE:V Balance Mod

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Mon, 2008-03-03 14:41.

Captain Kwok wrote:
Edit the engines requirement on the Monitor Hull in VehicleSizes.txt to be 0. You can make your "System Drive" larger (like 100kT or 200kT) and provide 5-10 combat movement to accomplish your idea.


Space Empires Depot | SE:V Balance Mod

I want to keep the existing hulls. Can I put a requirement to check for each other engine type on the System Drive? This way it works on existing hull types.

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Captain Kwok's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Captain Kwok on Mon, 2008-03-03 15:07.

Ok, I see what you mean. You want the placement of a system drive to disallow regular engines and vice versa.

Yes, you can achieve that in the requirements of the System Drive to allow the placement of the drive only if the ability count for standard movement is 0. It's pretty much the same statement as on the hull entries.


Space Empires Depot | SE:V Balance Mod

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Mon, 2008-03-03 15:17.

Captain Kwok wrote:
Ok, I see what you mean. You want the placement of a system drive to disallow regular engines and vice versa.

Yes, you can achieve that in the requirements of the System Drive to allow the placement of the drive only if the ability count for standard movement is 0. It's pretty much the same statement as on the hull entries.


Space Empires Depot | SE:V Balance Mod

I'm new to modding. Please show me the formula example to acheive said results. And TYVM for the help!

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Mon, 2008-03-03 15:34.

I'm going to make System Drives that say have movement speeds set at 8, 10, 12, 14, 16, 18. With size ratio's to match, etc. You pick the speed/cost that suits your needs.

My thougth is to make them cheap, but hold no supplies. I'm using that thought to represent their assumed fuel consumption. This forces you to add supply storage to the ship in order for it to be combat ready. I imagine the added supplies to represent power requirements to operate the advanced weaponry.

My goal is a cheap ship, that moves well in combat and is decently armed.

Can a special abilty be added to engines to reduce the ship's overal maintenance cost?

Oh, what about a weapon mount that reduces maintenance cost, but requires a system drive?

Another thought......having 6 versions of the Drive will clutter up the construction menu. Any suggestions? Anyone?
May be use only 3 versions/speeds. 10, 14, 18 or 10, 12, 14?
I lean towards the second as they should really be faser than say Quntum drives.

Another question. Can the combat movement be scaled in relation to Hull sizes like its done with normal engines? I just realized you could put this engine on a frigate or battleship making them both travel at the same speed using the same engine size. That stinks.

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Captain Kwok's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Captain Kwok on Mon, 2008-03-03 19:47.
Here's an example that should work ok:
Name                                            := System Drive
Description                                     := Provides combat movement for a ship that cannot move.
Picture Number                                  := 67
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 400
Cost Minerals Formula                           := 1000 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 50)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
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 System Drives.
Requirement 1 Formula                           := Get_Empire_Tech_Level("System Drives") >= [%Level%]
Requirement 6 Description                       := Ship can not have any standard movement.
Requirement 6 Formula                           := Get_Design_Ability_Component_Count("Movement Standard") <= 0
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := System Drives add [%Amount1%] km/s to a Ship's movement in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 System Drive per ship effective.
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
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Re: Mod coding help with a ship combat only engine.

Submitted by Qcontinuum on Tue, 2008-03-04 11:39.

Kwok would this work for bases and sats too?

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Tue, 2008-03-04 11:45.

Qcontinuum wrote:
Kwok would this work for bases and sats too?

You would need to change the allowed from Ship to Base, but i don't see why not!

They could be called Manuevering Thrusters, but be like 2km/ps.

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Tue, 2008-03-04 11:46.

Also, Kwok. How do you make your code white and spaced correctly?

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Tue, 2008-03-04 12:22.
Ahah! You change the input format!
Name                                            := Maneuvering Thrusters
Description                                     := Provides combat movement for a base that cannot move outside combat.
Picture Number                                  := 67
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 1000
Cost Minerals Formula                           := 1000 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 50)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
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 Maneuvering Thrusters.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Maneuvering Thrusters") >= [%Level%]
Requirement 2 Description                       := Base can not have any standard movement.
Requirement 2 Formula                           := Get_Design_Ability_Component_Count("Movement Standard") <= 0
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := Maneuvering Thrusters add [%Amount1%] km/s to a Base's movement in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Maneuvering Thrusters per base effective.
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
I raised the structure to represent the difficulty in knocking these out. I see them as small in size and located in many places on the base, hence they are harder to destroy. I started them at speed 1 and they raise 1 per level. Level 3 is combat speed 3.

TechAreas.txt
Name                                            := Maneuvering Thrusters
Group                                           := Applied Science
Category                                        := Vehicle Systems
Description                                     := The use of thrusters to propel a base during combat.
Picture Number                                  := 67
Maximum Level                                   := 5
Level Cost                                      := 15000
Start Level                                     := 0
Can Be Removed                                  := FALSE
Unique or Racial Tech                           := FALSE
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 1 in Base Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Base Construction") >= 1
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ekolis's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by ekolis on Tue, 2008-03-04 13:21.

Are you sure that actually works? A while back I created a mod called the "Capship Mod" which turned bases into "Capital Ships", but apparently bases are hard-coded to be immobile... of course, I used standard movement rather than combat movement, and maybe Aaron changed something along the way... Sticking out tongue

~~~
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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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Tue, 2008-03-04 14:39.

ekolis wrote:
Are you sure that actually works? A while back I created a mod called the "Capship Mod" which turned bases into "Capital Ships", but apparently bases are hard-coded to be immobile... of course, I used standard movement rather than combat movement, and maybe Aaron changed something along the way... Sticking out tongue

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious :P

I'm at work. Try it to see if it works?

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Romulus68's picture
Mod Designer

Re: Mod coding help with a ship combat only engine.

Submitted by Romulus68 on Wed, 2008-03-05 08:42.

Couldn't get the bases to move in combat last night.

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