[idea] one components affect on others, problems with implementation |
A weak ago i decided to make Repair Bays to improve Space Yard's building rate.
Then i've spread this idea on some other sides- for example additional crystalline armor plating can improve beam reflection ability, or to improve energy magnifier damage. But...
When i tried to implement this, for example, a piece of code about Repair Bays:
Ability 4 Type := Space Yard Rate Modifier
Ability 4 Description := Space Yard construction rate increased by [%Amount1%]%.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 10 * ( Get_Design_Specific_Component_Count("Repair Bay") )
Ability 4 Amount 2 Formula := 0
It doesn't work... As i saw such functions as Get_Design_Specific_Component_Count, or Get_Design_Ability_Total don't work in abilities like Space Yard Rate Modifier, or Space Yard, they return 0 at all cases.
Is there any way to overcome this problem?
And so i want to know about function restrictions in all abilities, if such information is available
Re: [idea] one components affect on others, problems with implem
I sure hope the SY rate modifier doesn't stack with other instances...
There is no way to work around such issues. Sadly, the count functions are only valid in requirement fields, not ability value fields.

Re: [idea] one components affect on others, problems with implem
Recently I suggest a stack entry, kind of like scope, but determines the stacking behavior for a specific instance of an ability. Didn't get a response about it, though...
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Re: [idea] one components affect on others, problems with implem
Some abilities have a stack entry already; Value 2. Stuff like Combat To Hit bonuses can stack or not stack, based on Value 2.

Re: [idea] one components affect on others, problems with implem
My suggestion was in addition to that, and generally requires that value to function.
Basically, you can choose whether members of the same group (value 2) will stack by addition, the best/worst will be chosen, diminishing returns, etc.
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Re: [idea] one components affect on others, problems with implem
Just take out the component count function and set the ability formula to 10 - I'm pretty sure the space yard rate modifier stacks already. (If it worked the way you wanted, you'd have something along the lines of exponential space yard rate modifiers, as if you had one repair bay it would provide a 10% bonus, if you had 2 you'd have 2 providing a 20% bonus each for a total of 40%, if you had 3 you'd have 3 providing a 30% bonus each for a total of 90%, etc.
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