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
    • Core Products
    • Game Mods
    • Helper Applications
    • issues
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 169 guests online.

Online users

  • Spydercat
  • solanrix
  • Santiago

Languages

  • English English
  • French French

Browse archives

« December 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 » projects & downloads » Core Products » Space Empires V » issues

Allow all abilities to stack

Submitted by Phoenix-D on Wed, 2006-10-25 16:05.
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.

» 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.

maybe but certain things

Submitted by Elucidus on Wed, 2006-10-25 22:13.

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.

» login or register to post comments
Rilbur's picture

2x Sensors

Submitted by Rilbur on Wed, 2006-10-25 22:20.

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.

» login or register to post comments

Well with sensers, I can

Submitted by Elucidus on Wed, 2006-10-25 23:00.

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.

» login or register to post comments
AngleWyrm's picture

Here's a picture

Submitted by AngleWyrm on Wed, 2006-10-25 23:37.

Very Large Array

» login or register to post comments
Mod Designer

Workarounds are a better

Submitted by LordHavoc on Thu, 2006-10-26 16:18.

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

» login or register to post comments
Rilbur's picture

Problem is...

Submitted by Rilbur on Thu, 2006-10-26 16:39.

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.

» login or register to post comments
Mod Designer

Messy

Submitted by Phoenix-D on Thu, 2006-10-26 16:55.

That's messy, and it shouldn't really be needed.

» login or register to post comments
Mod Designer

Create a set of scale mount

Submitted by LordHavoc on Thu, 2006-10-26 16:56.

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

» login or register to post comments
Mod Designer

As messy as having a planet

Submitted by LordHavoc on Thu, 2006-10-26 16:59.

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

» login or register to post comments
Rilbur's picture

Yeah... You dislike having

Submitted by Rilbur on Thu, 2006-10-26 17:03.

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.

» login or register to post comments
Mod Designer

Are you misinterpreting the

Submitted by LordHavoc on Thu, 2006-10-26 17:09.

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

» login or register to post comments
Rilbur's picture

No.

Submitted by Rilbur on Thu, 2006-10-26 17:15.

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.

» login or register to post comments
Mod Designer

Here you go...

Submitted by LordHavoc on Thu, 2006-10-26 17:19.

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

» login or register to post comments
Mod Designer

Missing. The. Point.

Submitted by Phoenix-D on Thu, 2006-10-26 17:27.

I don't mean stacking in a single square, and Havoc- your example is still a single component.

I want the modder to be able to CHOOSE to allow the player the tradeoff of adding more sensors, or more afterburners, or whatever, without having to make Afterburners I, Afterburners II, Afterburners III, etc, and requiring one of each. THAT is what I meant by messy; it clutters up the component list for no point and requires extra work from the player.

» login or register to post comments
Rilbur's picture

You don't understand...

Submitted by Rilbur on Thu, 2006-10-26 17:34.

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.

» login or register to post comments
Mod Designer

You're both entitled to your

Submitted by LordHavoc on Thu, 2006-10-26 17:42.

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

» login or register to post comments
Rilbur's picture

The difference...

Submitted by Rilbur on Thu, 2006-10-26 17:50.

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.

» login or register to post comments
Mod Designer

Getting the last word in to

Submitted by LordHavoc on Thu, 2006-10-26 17:54.

Getting the last word in to bump up your points eh Rilbur?

Your lord and master (below Foamy) LordHavoc

» login or register to post comments
Rilbur's picture

No...

Submitted by Rilbur on Thu, 2006-10-26 18:04.

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.

» login or register to post comments
Noble713's picture
Mod Designer

*bump* Not sure if bumping

Submitted by Noble713 on Sat, 2006-12-09 19:47.

*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.

» 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:

  • Research By Percentage SUCKS
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • What does Environmental Resistance do?
  • OK Ship Mod
  • Space Empires V 1.74

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:

  • SmallShips
  • How do I use special items while in a fleet?
  • (1.20) Shields on troops
  • FTL Drive system
  • Flags and sensors
(c) Strategy First, Inc. All rights reserved.