Allow all abilities to stack |
| Project: | Space Empires V |
| Version: | 1.08 |
| Component: | Code |
| Category: | feature |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | active |
Description
Right now certain abilities (like Combat Movement) do not stack if they are added to a design multiple times by a single component type (you can't, for example, add two afterburners).
It would help modding possibilities a lot of all components were allowed to stack, and the stacking limited by requirements.

2x Sensors
Stacking sensors can make a certain degree of sense... 2x the "power" to burn through enemy ECM.
And I'd like to be able to have some combat engines stack, too... for example, if you wanted to have drones be configured to go REALLY fast in combat, or not really fast, controlled by adding/removing combat only engines (while keeping low system movement).
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Well with sensers, I can
Well with sensers, I can understand stacking the detection feature but not the distance. I still don't think it shoudl help to stack the ECM or Combat Sensors, but that is justa personal opinion. Well, afterburners and engines. Hell when I first started playing the game I thought the next level of engines would have both movement points stack. Seems almost pointless to have them not. Again in my opinion.
Workarounds are a better
Workarounds are a better option IMHO. Create a componant that *2 the size of afterburners with *2 the bonus...and so on and so fourth.
Your lord and master (below Foamy) LordHavoc

Problem is...
Porblem is, that doesn't always do what I want done. There are cases where I want to be able to "lock" a hull at one engine, while another hull is allowed two... doubling the size and benefit of a component would let both hulls use it, instead of just one.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Create a set of scale mount
Create a set of scale mount 1-10 and then you have a much varied choice without having to mod a load of componants.
Your lord and master (below Foamy) LordHavoc
As messy as having a planet
As messy as having a planet with nothing but space yards on it?
Or a ship with 12 combat sensors
Or a base with 5 space yards...should I go on?
Hey, how about a ship comprised of nothing but master computers?
You get my point?
Your lord and master (below Foamy) LordHavoc

Yeah... You dislike having
Yeah...
You dislike having components stack. We want the option because for us its easier, and it doesn't look as messy.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Are you misinterpreting the
Are you misinterpreting the same 'normal' componants stacking (example, cargo bays)?
We're talking about componants where the ship is only allowed 'one' of. Like Space Yards, or Bridges. (or in the original post, afterburners).
I'm quite happy for normal componants that don't normally have limits on them to stack. Then I can shove my 20 shield generators on one square.
But that would be taking a step backwards to SEIV now, nah...keep it how it is.
Your lord and master (below Foamy) LordHavoc

No.
I want (under modder control) the ability to take "non-stackable" abilities and stack'em! I want to be able to have multiple components with "combat move" in them have effect at the same time, and I can think of a few cases where I want to stack other things like shipyards!
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Here you go...
This baby will go ALLLLLL the way up to lvl 99. Giving you a nice 99 extra movment in combat.
Name := Afterburners
Description := Provides additional movement for a fighter during combat.
Picture Number := 67
Maximum Level := 99
Tonnage Space Taken Formula := 2
Tonnage Structure Formula := 2
Cost Minerals Formula := 20 + (([%Level%] - 1) * 1)
Cost Organics Formula := 0
Cost Radioactives Formula := 10 + (([%Level%] - 1) * 1)
Supply Amount Used Formula := 10
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
Can Be Placed In Ship Sections := Inner Hull, 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 5 in Contra - Terrene Engines.
Requirement 1 Formula := Get_Empire_Tech_Level("Contra - Terrene Engines") >= (5 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 1 in Fighters.
Requirement 2 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Combat Movement
Ability 1 Description := Generates +[%Amount1%] additional movement during combat (only 1 component per ship effective).
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1 + ([%Level%] - 1)
Ability 1 Amount 2 Formula := 0
Weapon Type := None
Your lord and master (below Foamy) LordHavoc

You don't understand...
You aren't understanding.
In the mod in question, I've turned drones into capitol missiles. I want most of them to be restricted to one drive, easy enough to do, but by design these engines use the combat move (almost) EXCLUSIVELY because I DON'T wanter them wandering off into other sectors.
I want one "type" of missiles to be able to go much faster than the others by giving it "multi-drive" ability, the ability to mount multiple drives. Without stacking combat movement, that means I HAVE to give it large stellar movement. And that "breaks" the mod for my purposes. Please note that splitting it off into a unit class all its own also breaks the mod, I want all missiles to luanch from one launcher becuase my only other option is to have them all launch from different types.
And creating a double-sized drive to do that is a headache all its own, because I mean for there to be multiple drive types (regular, efficient (assuming in-combat movement uses supplys, I need to check that), overloaded (goes BOOM! on impact)). I want the end-user to be able to mix-and-match drives at will, because I'm betting someone will figure out a reason to want to.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
You're both entitled to your
You're both entitled to your opinions and suggestions, as am I.
Lets leave it at that shall we. As I've got a shipset to finish.
Your lord and master (below Foamy) LordHavoc

The difference...
The difference is, if we get our way it doesn't prevent you from doing things your way, and the reverse isn't true.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Getting the last word in to
Getting the last word in to bump up your points eh Rilbur?
Your lord and master (below Foamy) LordHavoc

No...
No, why?
Edit:
Oh, we're neck-and-neck in points, lol. Tied for first! (Since obviously, Kwok can't count).
There are 10 types of people in the world:
Those that understand binary, and those that don't.

*bump* Not sure if bumping
*bump* Not sure if bumping will make Aaron more likely to see things or not... I want the same thing (stackable afterburners). I've split tactical and strategic movement (or tried to, at least) for ships. Having only a single combat engine component makes it impossible to slowly degrade the movement capability of a ship. Not such a big problem for tiny ships, but for gigantic capital ships it seems non-sensical for the ship to go from full speed to a dead stop instantly, and then only after it has sustained huge amounts of damage to that single engine component.





maybe but certain things
maybe but certain things don't make sense to me to stack, like combat sensors. Just cause you scan them twice doesn't me you are gonna hit them more.
I think I understand what you are saying though, it would give us modders more options.