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Home » projects & downloads » Core Products » Space Empires V » issues

One Per Ship limits not functional

Submitted by Phoenix-D on Wed, 2006-10-25 16:25.
Project:Space Empires V
Version:1.13
Component:Code
Category:bug
Priority:normal
Assigned:Unassigned
Status:active

Description

Get_Design_Ability_Component_Count is not working in components.txt. As a result, the Emergency Resupply Pod and Emergency Reordinance Pod can both be placed multiple times on a single ship, even though their requirement state one per ship.

None of the Get_Design_XXX calls seem to be working in components.txt, actually..

Updates

#1 submitted by Phoenix-D on Tue, 2006-11-07 14:38
Version:1.08»

Despite the note in history.txt saying this was addressed, it wasn't actually fixed.

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Mod Designer

It works for engines so I

Submitted by carlosjuero on Wed, 2006-10-25 18:44.

It works for engines so I don't think it is a problem with that exact portion of the game script translation.

It is the same thing with Sensors, 1 per ship effective but you can place more than one. Same went with SE IV (Even with resupply pods) you could place more than one of the items that say 'only one per ship effective' such as ECM, Emissive Armor, Stealth Armor, Long Range Sensors, etc.

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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Well I kow the ECM and such

Submitted by Elucidus on Wed, 2006-10-25 19:02.

Well I kow the ECM and such just don't stack. I didn't realize the emergency supply pod was one per ship. Doesn't make sense to me, if you pack it up why not use em one at a time?

I dont' like the way the movement bonuses don't stack. That is annoying.

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Mod Designer

carlosjuero: that's because

Submitted by Phoenix-D on Wed, 2006-10-25 19:37.

carlosjuero: that's because the limit is placed in the vehiclesize.txt file, not in components.txt.

It isn't that they're saying "one per ship effective"; that's fine, you can always have backups. Its that its saying "one per ship" period, and you aren't supposed to be ABLE to use more than one per ship. But that limit isn't working.

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Oh I see what you are

Submitted by Elucidus on Wed, 2006-10-25 19:43.

Oh I see what you are saying, why would that limit even exist though? I can't think of a realistic reason.

And I believe it works for the colony modules.

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Mod Designer

Again

Submitted by Phoenix-D on Wed, 2006-10-25 20:09.

Again, that limit is set in the vehicle size file; the restrictions in that file do work.

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Mod Designer

Ah, my bad Pheonix-D; I

Submitted by carlosjuero on Wed, 2006-10-25 20:57.

Ah, my bad Pheonix-D; I haven't played much with the vehiclesettings.txt yet. It is kind of weird that the 1 / ship components aren't working right; I guess the only work around at this point is to mod the vehiclesettings.txt file? I never really have tried to put more than one of a 'one only' component in a ship (I tend to obsessively read the info on technologies I put into ships)

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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Mod Designer

Quote:It is the same thing

Submitted by Gideon on Wed, 2006-11-08 20:40.

Quote:
It is the same thing with Sensors, 1 per ship effective but you can place more than one. Same went with SE IV (Even with resupply pods) you could place more than one of the items that say 'only one per ship effective' such as ECM, Emissive Armor, Stealth Armor, Long Range Sensors, etc.

Interesting side note: Emissive armor effect now stacks. So, 3 emissive with 11 damage negation each, causes the ship abilities list to say 33 damage negation.

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Mod Designer

Doesn't stack

Submitted by Phoenix-D on Wed, 2006-11-08 22:28.

The ability may say 33 negation, but that's not how the component actually works.

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