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Accueil » news » forums » Space Empires V » Space Empires V General

Spot the error

Soumis par Quantum le Dim, 2007-06-17 19:39 Space Empires V General

I am currently making a remod of the balance mod for myself and have come across a strange error. Frigates and colony ships display normal speed but only give half the real speed for movement (other ships perform as expected). so if I design a frigate and it says I have 12 move, when it is built it only has 6, colony ship displays 10, has 5. can anyone see where the problem is?

Chrimod 0.6
Name := Frigate
Short Name := Frigate
Description := Small ship designed for exploration and scouting.
Code := FG
Vehicle Type := Ship
Maximum Level := 10
Tonnage Space Formula := 250 + (([%Level%] - 1) * 10)
Tonnage Structure Formula := 250 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 200 + (([%Level%] - 1) * 25)
Cost Organics Formula := 50 + (([%Level%] - 1) * 25)
Cost Radioactives Formula := 50 + (([%Level%] - 1) * 25)
Engines Per Move := 40
Maximum Model Size := 5.0
Vehicle TopDown Picture Index := 1
Vehicle Portrait Primary := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Portrait Alternate := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Portrait Default := [%EmpireName%]_Portrait_Frigate.bmp
Vehicle Large Portrait Primary := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Large Portrait Alternate := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Large Portrait Default := [%EmpireName%]_LargePortrait_Frigate.jpg
Vehicle Inv Portrait Primary := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Portrait Alternate := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Portrait Default := [%EmpireName%]_InvPortrait_Frigate.jpg
Vehicle Inv Configuration Layout Primary := [%EmpireName%] Frigate Layout
Vehicle Inv Configuration Layout Alternate := [%EmpireName%] Frigate Layout
Vehicle Inv Configuration Layout Default := [%EmpireName%] Frigate Layout
Vehicle XFile Class Name Primary := [%EmpireName%] Frigate
Vehicle XFile Class Name Alternate := [%EmpireName%] Frigate
Vehicle XFile Class Name Default := [%EmpireName%] Frigate
Vehicle Texture Start X := 0.25
Vehicle Texture Start Y := 0.50
Vehicle Texture End X := 0.50
Vehicle Texture End Y := 0.75
Space Combat Maximum Speed Per Movement Point := 0.001
Space Combat Turn Rate Base := 0.0008
Space Combat Turn Rate Decrease Per kT := 0.0000005
Space Combat Turn Rate Minimum := 0.0004
Space Combat Acceleration Rate Base := 0.00008
Space Combat Acceleration Rate Decrease Per kT := 0.000000034
Space Combat Acceleration Rate Minimum := 0.00004
Space Combat Deceleration Rate Base := 0.00008
Space Combat Deceleration Rate Decrease Per kT := 0.000000034
Space Combat Deceleration Rate Minimum := 0.00004
Space Combat Banks When Changing Height := TRUE
Ground Combat Maximum Speed Per Movement Point := 0.0
Ground Combat Turn Rate Base := 0.0
Ground Combat Turn Rate Decrease Per kT := 0.0
Ground Combat Turn Rate Minimum := 0.0
Ground Combat Acceleration Rate Base := 0.0
Ground Combat Acceleration Rate Decrease Per kT := 0.0
Ground Combat Acceleration Rate Minimum := 0.0
Ground Combat Deceleration Rate Base := 0.0
Ground Combat Deceleration Rate Decrease Per kT := 0.0
Ground Combat Deceleration Rate Minimum := 0.0
Ground Combat Banks When Changing Height := TRUE
Number Of Abilities := 3
Ability 1 Type := Combat To Hit Defense
Ability 1 Description := Small size makes ship [%Amount1%]% harder to hit in combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 30 + ([%Level%] - 1)
Ability 1 Amount 2 Formula := 7
Ability 2 Type := Description Only
Ability 2 Description := Frigates can only have a maximum of 5 engines.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Description Only
Ability 3 Description := Frigates use 40 movement points to travel 1 hex.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Number Of Requirements := 5
Requirements Evaluation Availability := 1
Requirements Evaluation Allows Placement := 2, 3, 4, 5
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Light Hull Construction.
Requirement 1 Formula := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Frigates must have a Bridge or Master Computer.
Requirement 2 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 3 Description := Frigates need Life Support for 100 crew members or a Master Computer.
Requirement 3 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := Frigates need Crew Quarters for 100 crew members or a Master Computer.
Requirement 4 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := Frigates can only have a maximum of 5 engines.
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard") = (1 + ([%Level%] - 1))
Requirement 2 Description := Frigates must have a Bridge or Master Computer.
Requirement 2 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 3 Description := Frigates need Life Support for 100 crew members or a Master Computer.
Requirement 3 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := Frigates need Crew Quarters for 100 crew members or a Master Computer.
Requirement 4 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := Frigates can only have a maximum of 5 engines.
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard")

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Mod Designer

EDIT

Soumis par Quantum le Dim, 2007-06-17 19:48

for some reason 'less than, equals, five' on the last line is not showing, but it is in the code

Ion engines produce 100 movement each
500/40 = 12.5 movement but gives 6 when built....

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Mod Designer

Re: Spot the error

Soumis par Captain Kwok le Dim, 2007-06-17 21:55

Did the ships have crew?

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Spot the error

Soumis par Quantum le Dim, 2007-06-17 22:04

Yes, the ships have crew. I pasted the code right from your mod, the only difference being the size of the ship. I just can't figure it out. I tested your mod too, and it worked fine, so the problem must be in my mod somewhere.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Mod Designer

Re: Spot the error

Soumis par Captain Kwok le Dim, 2007-06-17 22:10

The only reasons for half-movement is no crew or loss of bridge/CQ/LS.

Have you tried running the turn to see if it's corrected next turn?

Besides that you must have triggered my secret built-in code, which when active prevents you from modding the mod. Mu ha ha.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Spot the error

Soumis par Quantum le Dim, 2007-06-17 22:17

no return to normal movement, it stays like this, even with different engines, the frigate has half movement, along with the colony ship. During design, there are no errors, there is a bridge, life support, crew quarters. When built, it just has half movement...

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Mod Designer

Re: Spot the error

Soumis par Quantum le Dim, 2007-06-17 22:24

Kwok, if you have the time, I can send you a 7zip of the datafiles.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Mod Designer

Re: Spot the error

Soumis par Quantum le Mer, 2007-06-20 13:03

I found the problem, but not the solution.
Crew is showing as 0/0 on all ships

Crew quarters component is fine and on ship designs, why are there no crew?

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Mod Designer

Re: Spot the error

Soumis par Captain Kwok le Mer, 2007-06-20 13:15

How are you looking at the changes in game? Are you just re-loading a previously saved game? If so, were those ships just retrofit at a SY that wasn't based on or in orbit of a planet?

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Mod Designer

Re: Spot the error

Soumis par Quantum le Mer, 2007-06-20 13:21

I started a new game, no warnings after adding crew components, but all ships have 0/0 crew when built. A ship with the master computer works fine of course. i'm using 1.35

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Re: Spot the error

Soumis par Captain Kwok le Mer, 2007-06-20 13:22

In your first post, you have duplicate lines for all the requirements - that's not in your data file is it?

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Re: Spot the error

Soumis par Quantum le Mer, 2007-06-20 13:29

No duplicate, maybe there is something wrong with the crew quarters..

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Mod Designer

Re: Spot the error

Soumis par Quantum le Mer, 2007-06-20 13:33

Name := Crew Quarters
Description := Area on a starship where the crew spends its off-hours.
Picture Number := 6
Maximum Level := 6
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level] - 1) * 20)
Cost Minerals Formula := 200
Cost Organics Formula := 300 + (([%Level] - 1) * 20)
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Vehicle Control
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Vehicle Systems.
Requirement 1 Formula := Get_Empire_Tech_Level("Vehicle Systems") >= (1 + (([%Level%] - 1) * 2))
Number Of Abilities := 1
Ability 1 Type := Crew Quarters
Ability 1 Description := Contains space for [%Amount1%] crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 25)
Ability 1 Amount 2 Formula := 0
Weapon Type := None

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Re: Spot the error

Soumis par Desdinova le Mer, 2007-06-20 18:15

i was reading another thread that mentioned this problem. http://www.spaceempires5.com/en-US/node/1539 its an older thread (last post was 12/2/2006) but it mentions upgrading ships and they have 1/2 movement afterwards, after a few turns the crews reappeared and ships moved normally. it doesnt mention any specific fix but does have suggestions on possible causes.

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Mod Designer

Re: Spot the error

Soumis par Quantum le Jeu, 2007-06-21 09:43

Well, I'll keep looking for the cause, but I appreciate any help.

I'll be releasing the Longship mod in about a month if all goes well.
Some changes include
-larger ship sizes
-rebalance of some tech areas like stellar manipulation
-FQM
-weapons from Balance Mod
-longer missile range
-long range beam weapon
-structure components (idea from another se4 mod) Toughens ship at 0kt, like inner armor

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Mod Designer

Re: Spot the error

Soumis par Quantum le Jeu, 2007-06-21 11:21

I replaced the life support and crew quarters with those from Balance mod and the ships now have full movement. I then raised the tech level to 6 and they still work. I have no idea where the code was wrong. But I can now resume work on the Longship Mod.

If anyone is interested in helping tweak one of the empires to use long range beams, please let me know. i do not know how to change the A.I.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Re: Spot the error

Soumis par Dvoongar le Sam, 2007-06-23 03:35

If larger ships means double- and triple-deckers, you have my attention.

I suggest you consider 5kt weight for structure, and maybe slower ships instead of increasing all the ranges. This will still "improve" the range to movement ratio.

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Mod Designer

Re: Spot the error

Soumis par Quantum le Sam, 2007-06-23 07:41

There is only one long range beam weapon, it will have low damage but constant rate of fire

Because I have increased the size of the ships, you now have to use the other deck space provided. At lease with really big ships any way.

As a weapon goes up in level, the firing rate gets a slight boost as well. A lv 1 PDC fires at 2000ms a lv 10 fires at 1980ms. This works for most weapons, however the DUC refuses to listen to me. Irritating.

Gravity drive has been added to the stellar manipulation tree,gives a boost to speed by reducing the relative mass/inertia of a ship.

Increased the research cost of some techs, like medical.

Work continues.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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