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 5 users and 123 guests online.

Online users

  • Roxton
  • GambitUK
  • xnunu5
  • evader23
  • Captain Kwok

Languages

  • English English
  • French French

Browse archives

« August 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

Component leveling error

Isopsyco's picture
Submitted by Isopsyco on Sun, 2008-06-29 14:25. SE:V MODs

I have a bug in my mod that I don't know what the issue is (possible SEV issue?): I have several components similar named (KEW Canons with mark series) and available when projectile tech is researched further, the problem starts when you reach enough tech in projectile to get the second mark series and it starts at level 100, not 1 or even at the current level of projectile tech level.

Anyone see or hear something similar and does anyone have an idea what causes or will fix it?

The component:

Name                                            := KEW Manned Heavy Cannon
Description                                     := Kenetic Energy Weapon (KEW) Longe range cannon that fires Large explosive rounds. Component is crewed.
Picture Number                                  := 235
Maximum Level                                   := 100
Tonnage Space Taken Formula                     := 35
Tonnage Structure Formula                       := 35 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 100 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Weapons
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 5 in Projectile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Projectile Weapons") >= [%Level%]
Requirement 2 Description                       := Empire must have Mechanical Cylon, Colonial or Terran Technology racial trait.
Requirement 2 Formula                           := empire_has_racial_trait( "Colonial Technology") or empire_has_racial_trait( "Terran Technology") or empire_has_racial_trait( "Mechanical Cylon Technology")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := KEWs store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 02
Ability 2 Description                           := 
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 1
Ability 2 Amount 1 Formula                      := 1
Ability 2 Amount 2 Formula                      := 1
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Weapon Platform, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (60 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (80 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.7)
Weapon Reload Rate MS Formula                   := 1900
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 2
Weapon Ground Display Effect Name               := Bolt 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := KEW
Weapon Bolt Speed                               := 0.08

Name                                            := KEW Manned Heavy Cannon Mk II
Description                                     := Longe range cannon that fires Large explosive rounds. Component is crewed.
Picture Number                                  := 235
Maximum Level                                   := 100
Tonnage Space Taken Formula                     := 35
Tonnage Structure Formula                       := 35 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 100 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Weapons
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 8 in Projectile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Projectile Weapons") >= 8
Requirement 2 Description                       := Empire must have Mechanical Cylon, Colonial or Terran Technology racial trait.
Requirement 2 Formula                           := empire_has_racial_trait( "Colonial Technology") or empire_has_racial_trait( "Terran Technology") or empire_has_racial_trait( "Mechanical Cylon Technology")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := KEWs store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 02
Ability 2 Description                           := 
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 1
Ability 2 Amount 1 Formula                      := 1
Ability 2 Amount 2 Formula                      := 1
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Weapon Platform, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (65 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (85 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.7)
Weapon Reload Rate MS Formula                   := 1800
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 2
Weapon Ground Display Effect Name               := Bolt 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := KEW
Weapon Bolt Speed                               := 0.08

‹ FTL Drive system Can you make different maintenance percentages cost for different resources? ›
» 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.
Isopsyco's picture
Mod Designer

Re: Component leveling error

Submitted by Isopsyco on Sun, 2008-06-29 17:07.

Solved my own problem, sorta. Still not sure why it does what it does but I did find a solution that works:

Just add another requirement from a different tech (I added construction). This seems to work, it begins stratifying the level advancements.

» login or register to post comments

Re: Component leveling error

Submitted by Zac QuickSilver on Mon, 2008-06-30 11:34.

You are aware that both weapons cost negative minerals past level 50, right?

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Component leveling error

Submitted by Isopsyco on Mon, 2008-06-30 12:42.

Zac QuickSilver wrote:
You are aware that both weapons cost negative minerals past level 50, right?

No didn't catch that, thanks!

I'll adjust that also.

» 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:

  • Any chance of different setup options for each player?
  • Balace Mod for Stock SEV Petition
  • Patch 1.44 Deutsch
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Importing shipsets to a saved game.

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:

  • Managing big empires - tips and tricks sought
  • SE:V v1.18 Changelog
  • Real difference between Capital ship missiles and torpedoes
  • Satellite group teleported to (-100,-100)
  • Just wondering about the not moved notifier
(c) Strategy First, Inc. All rights reserved.