Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 0 users and 135 guests online.

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Negative Planet Values

Deathstalker's picture
Submitted by Deathstalker on Thu, 2008-04-24 22:59. SE:V MODs

Simple question, do negative planet values work??

ie, if I give the range of -50 to 200% for planet values (mineral/farm/rads) will it do anything?? (will the planet naturally cost more of that type or will it only do something if say a monolith facility is built?)

anyone?

Bueller?

‹ The mod simply knowns as "New Stuff" Structure components. ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Mod Designer

Re: Negative Planet Values

Submitted by Fyron on Thu, 2008-04-24 23:24.

Hopefully Aaron put in proper bounds checking and the lowest allowed value is 0.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: Negative Planet Values

Submitted by marhawkman on Fri, 2008-04-25 08:59.

Yeah. A value of less than 0 will only take effect if someone builds a resource productiion facility of that type.

» login or register to post comments

Re: Negative Planet Values

Submitted by rahlubenru on Sat, 2008-04-26 10:29.

It would have no affect on the maintanance of any building, it would simply result in negative production for the appropriate facilities. Therefore I'd hope it didn't work.

No idea if it'd be possible to make maintanence work on a per planet basis.
Though I guess you could increase the maintanance for facilities and then have every facility produce some of each material to attempt to counter it's costs.

» login or register to post comments

Re: Negative Planet Values

Submitted by marhawkman on Sun, 2008-04-27 11:12.

That sounds extremely awkward. I think it'd be easier to make a planetary ability to give spaceyards a negative bonus.

» login or register to post comments

Re: Negative Planet Values

Submitted by Kalin on Mon, 2008-04-28 06:55.

I'm pretty sure that negative values doesn't work, although admittedly I haven't actually tested. It just seems logical for Aaron to use an unsigned short integer for the planetary values. In this case, the correct range is between 0 and 255. If you try to put more or less, then I assume the read in function will cut the overflow/underflow, and will result in a max or zero value (depending on the situation).

As for what the values do, as others have mentioned, it only works on resource production facilities and have no effect on maintenance values, as those are based on a set percentage of the building's construction cost.

» login or register to post comments
Deathstalker's picture

Re: Negative Planet Values

Submitted by Deathstalker on Tue, 2008-04-29 12:36.

Sigh,

thanks guys. Tried negative maintenance costs on a ship (trying to make a 'casino ship' like I had in se4) and that didn't work either. Ah well, gonna have to see if something else will work.

» login or register to post comments
Mod Designer

Re: Negative Planet Values

Submitted by Fyron on Tue, 2008-04-29 12:55.

Kalin wrote:
I'm pretty sure that negative values doesn't work, although admittedly I haven't actually tested. It just seems logical for Aaron to use an unsigned short integer for the planetary values. In this case, the correct range is between 0 and 255. If you try to put more or less, then I assume the read in function will cut the overflow/underflow, and will result in a max or zero value (depending on the situation).
SE's track record proves that its rather dangerous to make assumptions like that... It took many versions of SE4 to fix the >255 standard movement CTD bug (now values >255 are read, but wrap around to 0 and start over again).


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Tweaking the planet art without going all the way to FQM
  • Shipsets, Empires, and dead AIs
  • Space Empires V 1.74
  • Research By Percentage SUCKS
  • Governmet mod/patch/addon

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • emissive armour & problems attacking planets
  • how to transport space stations
  • Sergetti_Splash.jpg
  • SE5 expanded
  • Borg ship set ready!!
(c) Strategy First, Inc. All rights reserved.