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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

One component that requires another?

Soumis par Mylon le Mer, 2007-02-07 14:58 SE:V MODs

I want to add nuclear engines to the game. Nuclear engines would provide more thrust than Ion Engines but use a similar amount of supplies. The drawback? It requires a certain amount of tonnage before it becomes effective. I was planning on doing this by adding a component "Nuclear Shielding". A ship only needs one Nuclear Shielding component to use Nuclear engines, so it only becomes useful once a certain number of nuclear engines are being used, and thus it fits the bill of being more useful for bigger ships than smaller ships.

I tried mimicking how Ships require Crew Quarters and such, but it seems when I set the "Requirements Evaluation Allows Placement" to the check for "Get_Design_Ability_Component_Count("Nuclear Shielding") = 1", the engine never shows up in the design window, not even after the shielding has been added.

Anyone know any other means?

‹ Hero-class components with EXP requirements - possible? strange shipdesign SEV1.25 + BM1.03 ›
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Re: One component that requires another?

Soumis par Mylon le Mer, 2007-02-07 15:16

I have also attempted editing the vehicle to add the requirement: "iif(Get_Design_Ability_Component_Count("Nuclear Engine") >= 1, Get_Design_Ability_Component_Count("Nuclear Shielding") = 1, TRUE)"

But this formula does not seem to be evaluated. I see the descriptive part of this requirement, but when I add a Nuclear Engine to the design, a warning does not appear as it should, and I can complete the design.

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Re: One component that requires another?

Soumis par Raapys le Mer, 2007-02-07 16:47

*Double post*

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Re: One component that requires another?

Soumis par Raapys le Mer, 2007-02-07 16:48

Use the Get_Design_Specific_Component_Count function( only works in vehiclesizes ).
I.e.:

iif(Get_Design_Specific_Component_Count("Nuclear Engine") > 0, iif(Get_Design_Specific_Component_Count("Nuclear Shielding") > 0, 1, 0), 1)

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Image de Badger

Re: One component that requires another?

Soumis par Badger le Mer, 2007-02-07 16:56

Nuclear - fusion engines, or fission?

I will pay you money to replace quantum with that.
should hi-energy be a perq to that tech?

and last but not least,
when you say requires tonnage, do you MORE than 10,000 TONS?

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Re: One component that requires another?

Soumis par Fallen Haven le Mer, 2007-02-07 17:28

Mylon wrote:
I have also attempted editing the vehicle to add the requirement: "iif(Get_Design_Ability_Component_Count("Nuclear Engine") >= 1, Get_Design_Ability_Component_Count("Nuclear Shielding") = 1, TRUE)"

But this formula does not seem to be evaluated. I see the descriptive part of this requirement, but when I add a Nuclear Engine to the design, a warning does not appear as it should, and I can complete the design.

You do it the wrong way...


Requirements Evaluation Availability := 1

Requirements Evaluation Allows Placement := 2, 3

Requirements Evaluation Allows Usage := TRUE

Requirement 1 Description := Empire must have bla bla bla

Requirement 1 Formula := *the tech you need*

Requirement 2 Description := Need more than one nuclear engine.

Requirement 2 Formula := (Get_Design_Ability_Component_Count("Nuclear Engine") >= 1 )

Requirement 3 Description := Need one nuclear shielding.

Requirement 3 Formula := (Get_Design_Ability_Component_Count("Nuclear Shielding") = 1)

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Mod Designer

Re: One component that requires another?

Soumis par Phoenix-D le Mer, 2007-02-07 18:05

Won't work the way he wants. That will just require nuclear engines AND nuclear shielding; what he wants to do is IF you use a nuclear engine you need nuclear shielding. But you don't have to use either.

The iif statement should work if phrased correctly. You need to use Component count, NOT ability count, because there is no such thing as "nuclear engine" ability.

Try:

iif(Get_Design_Component_Count("Nuclear Engine") >= 1, (Get_Design_Component_Count("Nuclear Shielding") = 1), 1)

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Re: One component that requires another?

Soumis par Fallen Haven le Mer, 2007-02-07 18:13

Phoenix-D wrote:
Won't work the way he wants. That will just require nuclear engines AND nuclear shielding; what he wants to do is IF you use a nuclear engine you need nuclear shielding. But you don't have to use either.

The iif statement should work if phrased correctly. You need to use Component count, NOT ability count, because there is no such thing as "nuclear engine" ability.

Try:

iif(Get_Design_Component_Count("Nuclear Engine") >= 1, (Get_Design_Component_Count("Nuclear Shielding") = 1), 1)

Oups, i overlooked the ability count thing...

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Re: One component that requires another?

Soumis par Mylon le Mer, 2007-02-07 21:33

Raapys wrote:
Use the Get_Design_Specific_Component_Count function( only works in vehiclesizes ). I.e.:

iif(Get_Design_Specific_Component_Count("Nuclear Engine") > 0, iif(Get_Design_Specific_Component_Count("Nuclear Shielding") > 0, 1, 0), 1)

Get_Design_Specific_Component_Count() is the right function! Thanks!

And to Badger: Really? Send me a check when I release my mod, then. Smiling I did not specify whether they were fusion or fission engines. They actually have no tech requirement (other than propulsion, same as ion engines). Heck, Humans almost developed nuclear engines. Development stopped because of a silly no-nuclear-weapons-in-space treaty that also happened to cover these very engines.

I've set up the nuclear engines such that they provide twice as much thrust as ion engines, so the break even point is when one puts as much tonnage in Nuclear Engines as the Nuclear Shielding, which at the moment I have set up to be an arbitrary 200kt in size. On the plus side, it provides 5 times its size in damage resistance, as a significant portion is a lead plate.

A side effect of my learning experience with this component is that I can use it to add requirements for other components as well, including the possible "power" requirements I was asking about earlier, though I'll probably leave that one alone for now.

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