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 2 users and 157 guests online.

Online users

  • neotechnet
  • bighouse

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

Limiting Component

Submitted by battlespud on Thu, 2008-05-15 19:30. SE:V MODs

can someone pls post the formula for limiting any ship to only one reactor type component. Reactors is the component group and one example is Pinch Fusion Reactor

‹ Custom Empires beta v0.1 ready! Romulus's Doctrines for Devnullmod 1.71.3 patch ›
» 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: Limiting Component

Submitted by Fyron on Thu, 2008-05-15 23:13.

This thread contains all the info you need:

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=UBB23&Number=447917

Note that since the latest versions, you can place these sorts of requirements onto components themselves; it no longer has to be done on every ship hull.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by battlespud on Fri, 2008-05-16 22:00.

Having trouble... ive added teh tags toall reactor components and tehy appear as abilities with the description i put but there is no limit when placing them and the design can still be fielded with 1000 reactors when it should only hold 2.

Name := Halcyon Light Cruiser
Short Name := Light Cruiser
Description := A Medium-Large sized ship capable of mounting a substantial array of combat oriented systems.
Code := LC
Vehicle Type := Ship
Maximum Level := 10
Tonnage Space Formula := 550 + (([%Level%] - 1) * 25)
Tonnage Structure Formula := 950 + (([%Level%] - 1) * 25)
Cost Minerals Formula := 4000 + (([%Level%] - 1) * 25)
Cost Organics Formula := 1000 + (([%Level%] - 1) * 25)
Cost Radioactives Formula := 1000 + (([%Level%] - 1) * 25)
Engines Per Move := 1
Maximum Model Size := 26.0
Vehicle TopDown Picture Index := 3
Vehicle Portrait Primary := [%EmpireName%]_Portrait_LightCruiser.bmp
Vehicle Portrait Alternate := [%EmpireName%]_Portrait_LightCruiser.bmp
Vehicle Portrait Default := [%EmpireName%]_Portrait_LightCruiser.bmp
Vehicle Large Portrait Primary := [%EmpireName%]_LargePortrait_LightCruiser.jpg
Vehicle Large Portrait Alternate := [%EmpireName%]_LargePortrait_LightCruiser.jpg
Vehicle Large Portrait Default := [%EmpireName%]_LargePortrait_LightCruiser.jpg
Vehicle Inv Portrait Primary := [%EmpireName%]_InvPortrait_LightCruiser.jpg
Vehicle Inv Portrait Alternate := [%EmpireName%]_InvPortrait_LightCruiser.jpg
Vehicle Inv Portrait Default := [%EmpireName%]_InvPortrait_LightCruiser.jpg
Vehicle Inv Configuration Layout Primary := [%EmpireName%] Light Cruiser Layout
Vehicle Inv Configuration Layout Alternate := [%EmpireName%] Light Cruiser Layout
Vehicle Inv Configuration Layout Default := [%EmpireName%] Light Cruiser Layout
Vehicle XFile Class Name Primary := [%EmpireName%] Light Cruiser
Vehicle XFile Class Name Alternate := [%EmpireName%] Light Cruiser
Vehicle XFile Class Name Default := [%EmpireName%] Light Cruiser
Vehicle Texture Start X := 0.50
Vehicle Texture Start Y := 0.50
Vehicle Texture End X := 0.75
Vehicle Texture End Y := 0.75
Space Combat Maximum Speed Per Movement Point := 0.001
Space Combat Turn Rate Base := 0.0008
Space Combat Turn Rate Decrease Per kT := 0.0000005
Space Combat Turn Rate Minimum := 0.00030
Space Combat Acceleration Rate Base := 0.00008
Space Combat Acceleration Rate Decrease Per kT := 0.000000034
Space Combat Acceleration Rate Minimum := 0.00004
Space Combat Deceleration Rate Base := 0.00008
Space Combat Deceleration Rate Decrease Per kT := 0.000000034
Space Combat Deceleration Rate Minimum := 0.00004
Space Combat Banks When Changing Height := TRUE
Ground Combat Maximum Speed Per Movement Point := 0.0
Ground Combat Turn Rate Base := 0.0
Ground Combat Turn Rate Decrease Per kT := 0.0
Ground Combat Turn Rate Minimum := 0.0
Ground Combat Acceleration Rate Base := 0.0
Ground Combat Acceleration Rate Decrease Per kT := 0.0
Ground Combat Acceleration Rate Minimum := 0.0
Ground Combat Deceleration Rate Base := 0.0
Ground Combat Deceleration Rate Decrease Per kT := 0.0
Ground Combat Deceleration Rate Minimum := 0.0
Ground Combat Banks When Changing Height := TRUE
Number Of Abilities := 1
Ability 1 Type := Combat To Hit Defense
Ability 1 Description := Nimbleness makes ship [%Amount1%]% harder to hit in combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 20 + ([%Level%] - 1)
Ability 1 Amount 2 Formula := 7
Number Of Requirements := 6
Requirements Evaluation Availability := 1
Requirements Evaluation Allows Placement := 2, 3, 4, 5, 6
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 24 in UNSC Navy.
Requirement 1 Formula := Get_Empire_Tech_Level("UNSC Navy") >= (15 + ([%Level%] - 1))
Requirement 2 Description := This vehicle must have 1 Bridge.
Requirement 2 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 3 Description := This vehicle must have at least Life Support for 100 crew members.
Requirement 3 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := This vehicle must have at least Crew Quarters for 100 crew members.
Requirement 4 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := This vehicle can only have a maximum of 16 movement.
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard")

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by Fyron on Sat, 2008-05-17 02:37.

The hull requirements seem to be in order. What does your reactor's ability section look like?


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by battlespud on Sat, 2008-05-17 09:15.

Name := Plasma Reactor MK I
Description := A basic Covenant Reactor.
Picture Number := 19
Maximum Level := 5
Tonnage Space Taken Formula := 20
Tonnage Structure Formula := 20 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 1000 + (([%Level%] - 1) * 10)
Cost Organics Formula := 0
Cost Radioactives Formula := 1000 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform
Can Be Placed In Ship Sections := Inner Hull
Component Type List := Technological
General Group := Reactors
Custom Group := 1
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 Covenant Reactors.
Requirement 1 Formula := Get_Empire_Tech_Level("Covenant Reactors") >= (1 + ([%Level%] - 1))
Number Of Abilities := 4
Ability 1 Type := Supply Generation
Ability 1 Description := Generates [%Amount1%] supplies per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Supply Storage
Ability 2 Description := Provides storage for [%Amount1%] units of supply.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 15050 + (([%Level%] - 1) * 100)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Emergency Resupply
Ability 3 Description := Reactor can be overcharged for a one time boost in supplies.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 500 + ([%Level%] * 500)
Ability 3 Amount 2 Formula := 0
Ability 4 Type := AI Tag 02
Ability 4 Description := Is a reactor system.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 0
Ability 4 Amount 2 Formula := 0
Weapon Type := None

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by Fyron on Sat, 2008-05-17 12:18.

I dunno... Everything seems to work ok in my test mod. I used the component count instead of the percentage function, and it still works with my LCX not a warship mod:

http://files.spaceempires.net/user/2/LCX_Not_Warship_Count.rar


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by battlespud on Sat, 2008-05-17 13:53.

what version as it on? i havent had time to patch this one in a while for various reasons, but its safe to say that patching takes a long time for me.

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by Fyron on Sat, 2008-05-17 19:14.

I haven't seen it not work since the first time I made such a mod, back around 1.0x in 9/06. I haven't explicitly tested this in every single version of SE5, though. My latest test is in 1.71. It should work in the last patch just as well.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by battlespud on Sun, 2008-05-18 20:59.

it appears that this works for teh covie shield (Tag 03) but NOT for the reactors (Tag 02)

The only difference is that the restriction for the shields is on both the vehicle size AND the bridge component

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by Fyron on Mon, 2008-05-19 00:06.

Why would you place a reactor restriction on the bridge component?


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

Re: Limiting Component

Submitted by battlespud on Mon, 2008-05-19 05:33.

no idea whatsoever but apparently it works! I figured "hey well, a ships got to have a bridge, so why not stick it there too!"

» 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:

  • Space Dock suggestion
  • DN5.06 Fix List
  • AI not resupplying ammunition to ship/s
  • Space Empires V 1.74
  • [SE5 v1.74] History Tech causes conflict with Society Type?
(c) Strategy First, Inc. All rights reserved.