Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 3 utilisateurs et 134 invités en ligne.

Utilisateurs en ligne

  • Firzen_Zero
  • Scottmm78
  • benc

Languages

  • English English
  • French French

Parcourir les archives

« Juillet 2008  
Lu Ma Me Je Ve Sa Di
  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      
Accueil » news » forums » Support & Feedback » Bug Reports

Modding: Different criteria needed for upgrading?

Soumis par Mylon le Mer, 2007-01-24 14:48 Bug Reports

I did a quick test and I found that if you modify the stats of a facility (and likely a component, too) in a way not related to the level of the facility, the facility cannot be upgraded nor does it gain the benefits of the new stats unless the facility is destroyed and rebuilt.

I added a miniaturization tech to the tree and modified the space yard so that the tonnage of the facility decreases according to the miniaturization tech level. The size of the facility did not change on the planet, but the size of the facility in the construction menu did. However, there were no means to upgrade the facility, short of meeting the criteria for a new "level".

I plan to mod a variety of components and facilities to have statistics dependent on more than a single technology, but I would greatly appreciate it if the upgrade / retrofit options also compared the stats of the current component and the new one rather than only compare the level to determine if an upgrade can be done.

‹ Tech trades backwards (1.17) 1.17 Bugs and Issues ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de Captain Kwok
Mod Designer

Re: Modding: Different criteria needed for upgrading?

Soumis par Captain Kwok le Mer, 2007-01-24 15:15

I'm also assuming you're using the Get Empire Tech Level function with the Miniaturization tech area in the facility size formula field?

The game doesn't always instantly recalculate the stats for existing objects. Run a few turns and see if it changes at all. The above function has been used elsewhere with components so I don't see why it wouldn't work with a facility.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Modding: Different criteria needed for upgrading?

Soumis par BlueM99n84 le Mer, 2007-01-24 23:39

I was able to get this feature to work without any upgrade issues. I think it may be in your code. Isn't there two lines for tonnage? One is tonnage and the other is tonnage structure. Do you have the adjustment being applied to both? The game I am playing right now has the facility footprint shrinking slowly. My facilities are at 820kt.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Modding: Different criteria needed for upgrading?

Soumis par Mylon le Jeu, 2007-01-25 00:04

Okay, it looks like I jumped the gun. Facilities may not get the benefit immediately, but they they do get the benefit.

However, I think it would be more desirable if buildings did need to be upgraded to get these added benefits.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Modding: Different criteria needed for upgrading?

Soumis par Fallen Haven le Jeu, 2007-01-25 09:13

Mylon wrote:
Okay, it looks like I jumped the gun. Facilities may not get the benefit immediately, but they they do get the benefit.

However, I think it would be more desirable if buildings did need to be upgraded to get these added benefits.

Simple. Just add new requirments. I experiemented with this a while ago (made the structure dependant on armor tech, not the level of the facility). If the tech is found in the requirments (even if it is always true), the facility won't auto-upgrade, you will need to upgrade it to gain the new benifit. Alternatively, if you want the new benifit to be availiable regardless of level, just don't add them to the requirment field. Also the requirment field can use numbers instead of True of False (like in componment enhencement or vehiculesize), this way you can choose what affect the level, the placement and other conditions.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • Research By Percentage SUCKS
  • Cloaked Warp Points
  • Capturing suicidal colony ships of Balance Mod AI empires
  • Space Empires V 1.74
  • Space Empires V

Depuis toujours :

  • 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

Dernier accès :

  • FAQ Sticky
  • Firing point question
  • New Game
  • My Two Biggest Interface Requests
  • Fleet Flag causes video glitch
(c) Strategy First, Inc. All rights reserved.