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 152 invités en ligne.

Utilisateurs en ligne

  • Randallw
  • Shrike
  • bauscho

Languages

  • English English
  • French French

Parcourir les 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        
Accueil » news » forums » Space Empires V » Space Empires V FAQs

How exactly does [%Level%] work?

Soumis par Daedalus le Jeu, 2007-01-25 16:06 Space Empires V FAQs

I am playing with adding facilities, and I am wondering how exactly a facility is tied to a particular technology, and how exactly does upgrading work.

And when I say "exactly", I mean, in as great detail as you can possibly explain it Smiling

I would like to create a facility that relies on different technologies. Similar to the old Proportions Mod, which had cities.

So, say I wanted to create a research city. There would be a tech area called "civil engineering". After a certain level, you would be able to create cities. I would like this new facility, Research city, to be dependent on both Civil Engineering AND Applied Research (basically, the CE tech modifies actual city creation, but AR modifies the actual research stations IN the city).

Is there any way to make this facility upgradeable based on these two tech areas (I dont think there is), and also, how could I assign a level to this, and make it upgradable?

Thanks!

‹ kamikaze Craft worthless? > is 'collision' broke? Significant Issue with Weapons ›
» 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.

Re: How exactly does [%Level%] work?

Soumis par Alpedar le Jeu, 2007-01-25 18:59

I think it is level of FACILITY, not of some technology.

What exactly do you want to achieve? Facility that change its behavoir (in quantity, not quality) when you research new level of some techs, or one that can be upgraded once you reach new level?

I think second version (for two techs, for more it would be insane) can be achieved by making separate facility for each level of one tech, and (cunstructable) level of facility would depend on second tech, and you would make it SOMEHOW show only "best" available version (but this would allow only upgrading in one aspect, upgrade in second would not be possible).

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

Re: How exactly does [%Level%] work?

Soumis par Nevyn le Jeu, 2007-01-25 19:46

If you want it to only appear when you have the 'City' technology, but the research it generates be dependant on the Applied Research level, you could use two requirements.

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

Re: How exactly does [%Level%] work?

Soumis par Kalas le Sam, 2007-01-27 00:11

I'm not positive I have this right, but I think what you want is the same concept as the "small" weapons. If I were you, I would look at those.
-----
A computer once beat me at chess,
but it was no match for me at kick boxing.

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

Re: How exactly does [%Level%] work?

Soumis par evilginger le Sam, 2007-01-27 00:29

Have a look at the IRM Mod scripts if I where you as many of the Technologys are interdependant and you might be able to adapt that to what you want.

for example to get aniti mater torpedoes to advance as a component you need to have and advance both antimater weapons and caseless torpedo technology with the component TL limit being the lowest of the pair.

The scripts uncompiled are bundled with the Mod

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

Re: How exactly does [%Level%] work?

Soumis par Daedalus le Mer, 2007-01-31 16:24

Where can I get these IRM mod scripts? I checked the projects section of this site, but couldnt find them...

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

Re: How exactly does [%Level%] work?

Soumis par evilginger le Mer, 2007-01-31 16:38

down load the Interrelated mod the scripts are in with the Mod

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

Re: How exactly does [%Level%] work?

Soumis par neurocord le Dim, 2007-02-11 19:54

Get_Empire_Tech_Level("Civil Engineering") >= (!!x!! + ([%Level%] - 1))

!!x!! = the level of that tech you want to introduce it.

Not entirely sure what the scop of %level% is within a facility description if there's more than one.

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 3 in Civil engineering.
Requirement 1 Formula := Get_Empire_Tech_Level("Civil Enginerring") >= 3
Requirement 2 Description := Empire must have at least tech level 1 in Applied Research.
Requirement 2 Formula := Get_Empire_Tech_Level("Applied Research ") >= (1 + ([%Level%] - 1))
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Description := Generates [%Amount1%] research points each turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 500 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula := 0

Would probably do it.
.......................
I thunk therefore i wuz.

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

  • Anyone running SEV on Vista64?
  • Vista and SEV
  • Suggested race trait option 'old' as opposed to ancient
  • Can't find Stellar Manipulation
  • Exception EOutOfResources in module SE5.exe
(c) Strategy First, Inc. All rights reserved.