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

unique or racial technologies

Soumis par mnmib1 le Dim, 2008-04-06 18:21 SE:V MODs

Me again. If I make a new replacement component for a race, is there a way to remove the stock version of the component from that races tech tree only. Example: I made a new bridge (new picture, new name, no other changes at this time), that I want the new race to use exclusively. It shows up and it works fine, but so does the stock bridge. Eventually I want to make custom componenets for all my races, but first I just want to seperate them (renaming, new pics). Later down the road I'll start changing stats for each component per race. I made a racial tech trait called general tech that I thought I could use so the other races could use the stock bridge but not my new race. If I pick the techs thats fine, but how do I get neutral races to pick this "general tech trait"? Any help would be appreciated.

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Re: unique or racial technologies

Soumis par mnmib1 le Dim, 2008-04-06 18:24

Sorry, forgot: I could create the neutrals myself and give them this trait, but how would I prevent them from expanding?

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Mod Designer

Re: unique or racial technologies

Soumis par Fyron le Dim, 2008-04-06 22:35

Neutral races do not expand beyond their home system, since their ships are physically prevented from traveling through WPs. You cannot manually create a neutral race, however. All empires manually created will be full-blown empires.


To make AI races select a new trait, you have to edit the empire setup script for each such race. The script source files are in utilities\script parser.


To remove an component for those with trait A, simply add a NOT racial requirement to it. Lets say you are adding an "Organic Brain", which will replace the "Ship Bridge." The racial requirement for Organic Brain is easy, and I gather you get how to do it already. To make the "Ship Bridge" unavailable to those with the Organic trait, simply make the requirements say:

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 1 in Light Hull Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1))
Requirement 2 Description                       := Empire must not have racial trait Organic Manipulation. 
Requirement 2 Formula                           := NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

If you don't want regular empires to have the extra description tag for the requirements list, you can simply remove the value of the Requirement 2 Desc. field, like so:

Requirement 2 Description                       :=
Requirement 2 Formula                           := NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

NOTE: I make no guarantees as to how SE5's parser will handle the spacing, but the logic itself is correct.


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Re: unique or racial technologies

Soumis par mnmib1 le Lun, 2008-04-07 17:13

Outstanding. I apprecitate the help. I was aware that neutrals did not expand beyond their system, which was my concern with creating them manually. I was trying to just modify the data files, and forgot about the script parser. This is precisely what I was looking for. Thanks.

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Re: unique or racial technologies

Soumis par mnmib1 le Lun, 2008-04-07 17:22

Sorry, one more. How many such requirements can be placed on a technolgy?

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Re: unique or racial technologies

Soumis par mnmib1 le Lun, 2008-04-07 18:19

Perhaps not not. Could not parse formula. Unknown function name not in function. Is the use of "NOT" accepted by the parser?

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Mod Designer

Re: unique or racial technologies

Soumis par Fyron le Lun, 2008-04-07 18:51

Try adding a space after NOT... or play with capitalization. It is definitely an accepted unary operator.

Quote:
Sorry, one more. How many such requirements can be placed on a technolgy?
As many as you care to type out. Just make sure to have the Number of Reqs. field value cover the actual number of reqs you add!


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Re: unique or racial technologies

Soumis par mnmib1 le Lun, 2008-04-07 19:32

Thanks. A space after not was all it took.

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Re: unique or racial technologies

Soumis par bouncebag le Sam, 2008-06-21 13:48

thanks this has helped with many objects i needed to work

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Re: unique or racial technologies

Soumis par Lucifer Domine le Mar, 2008-07-08 17:19

If you don't want regular empires to have the extra description tag for the requirements list, you can simply remove the value of the Requirement 2 Desc. field, like so:

Requirement 2 Description                       :=
Requirement 2 Formula                           := NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

NOTE: I make no guarantees as to how SE5's parser will handle the spacing, but the logic itself is correct.


SpaceEmpires.net | Space Empires Wiki

There's another way to do that as one requirement instead of two:

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 Light Hull Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1)) AND NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

I've used this method quite a bit to remove "racial only" tech from my game yet still allow those who get the racial traits to start with them without having to do several years of research to meet the requirements. Although I've been using the bulkier formula:

Requirement 1 Formula                           := IIF(Empire_Has_Racial_Trait("Organic Manipulation"), Get_Empire_Tech_Level("Insert tech that only got to 2") >= 3, Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1))

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Mod Designer

Re: unique or racial technologies

Soumis par Fyron le Mar, 2008-07-08 21:19

For illustrative purposes, its generally easier to keep the requirements separate. Smiling


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Re: unique or racial technologies

Soumis par Lucifer Domine le Mer, 2008-07-09 12:44

This is true, but I'm having severe issues trying to figure out how to do this with one particular instance...

I'm trying to make a requirement that is higher for someone with a specific trait than those without and can't seem to get it to work...

NOT is an unrecognized function... and apart from my bulky IIF lines, I can't find a way to have one requirement check to be true while another requirement checks to be false and both have to apply...

Empire_Has_Racial_Trait("Crystallurgy") = 0

That doesn't seem to work either... I ran a test game and races with that trait STILL got the item I was trying to exclude from them... nor does:

Empire_Has_Racial_Trait("Crystallurgy") = FALSE

Is there some way to code the "Requirements Evaluation Ability" line to check that requirement 1 must be TRUE and requirement 2 must be FALSE for requirements to be met?

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Mod Designer

Re: unique or racial technologies

Soumis par Captain Kwok le Mer, 2008-07-09 14:49

You should be able to use this:
IIF(Empire_Has_Racial_Trait("Crystallurgy"), Get_Empire_Tech_Level("Tech Area A") > X, Get_Empire_Tech_Level("Tech Area B") > Y)

Here's is a similar formula I use in BM v1.15 to restrict normal hulls to non-Organic and Non-Crystalline races:

[code]
Requirements Evaluation Availability := 1, 2
Requirements Evaluation Allows Placement := 3, 4, 5, 6
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") >= [%Level%]
Requirement 2 Description := Empire must not be an Organic or Crystalline race.
Requirement 2 Formula := (not Empire_Has_Racial_Trait("Crystallurgy")) and (not Empire_Has_Racial_Trait("Organic Manipulation"))
Requirement 3 Description := Frigates must have a Bridge or Master Computer.
Requirement 3 Formula := (Get_Design_Ability_Component_Count("Control Center") = 1) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 4 Description := Frigates need Life Support for 100 crew members or a Master Computer.
Requirement 4 Formula := (Get_Design_Ability_Total("Life Support", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 5 Description := Frigates need Crew Quarters for 100 crew members or a Master Computer.
Requirement 5 Formula := (Get_Design_Ability_Total("Crew Quarters", 1) >= 100) or (Get_Design_Ability_Component_Count("Master Computer") >= 1)
Requirement 6 Description := Frigates can only have a maximum of 5 engines.
Requirement 6 Formula := Get_Design_Ability_Component_Count("Movement Standard")

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Re: unique or racial technologies

Soumis par Fyron le Mer, 2008-07-09 15:40

Lucifer Domine wrote:
Is there some way to code the "Requirements Evaluation Ability" line to check that requirement 1 must be TRUE and requirement 2 must be FALSE for requirements to be met?
Sure, encapsulate the formula for req 2 in NOT()


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Re: unique or racial technologies

Soumis par Lucifer Domine le Jeu, 2008-07-10 09:12

Fyron wrote:
Lucifer Domine wrote:
Is there some way to code the "Requirements Evaluation Ability" line to check that requirement 1 must be TRUE and requirement 2 must be FALSE for requirements to be met?
Sure, encapsulate the formula for req 2 in NOT()


SpaceEmpires.net | Space Empires Wiki

As I said I tried that and when I went to load a test game it gave me the following error:

Error with formula NOT{Empire_Has_Racial_Trait("Crystallurgy")). NOT is an unrecognized function.

And I'm running 1.74.

I'll give the way Kwok listed with NOT inside the () a shot...

EDIT: Having NOT as an evaluator instead of a function - INSIDE the () instead of outside - worked like a charm! Thanks Kwok!

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Mod Designer

Re: unique or racial technologies

Soumis par Captain Kwok le Jeu, 2008-07-10 09:47

The problem in your syntax before is that you did not have a space after not.

You can't do NOT(condition), but rather not (condition)


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Re: unique or racial technologies

Soumis par Lucifer Domine le Jeu, 2008-07-10 11:36

Ah, I see... with no space between it and the parenthesis, the system reads it as an equation (which doesn't exist) instead of as an evaluator!

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Re: unique or racial technologies

Soumis par Fyron le Jeu, 2008-07-10 14:40

Yes, SE5's parser is rather quirky and badly written...


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Re: unique or racial technologies

Soumis par bouncebag le Dim, 2008-07-20 04:30

Quote:
Submitted by Lucifer Domine on Tue, 2008-07-08 23:19.

If you don't want regular empires to have the extra description tag for the requirements list, you can simply remove the value of the Requirement 2 Desc. field, like so:

Requirement 2 Description :=
Requirement 2 Formula := NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

NOTE: I make no guarantees as to how SE5's parser will handle the spacing, but the logic itself is correct.

SpaceEmpires.net | Space Empires Wiki

There's another way to do that as one requirement instead of two:

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 Light Hull Construction.
Requirement 1 Formula := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1)) AND NOT(Empire_Has_Racial_Trait("Organic Manipulation"))

I've used this method quite a bit to remove "racial only" tech from my game yet still allow those who get the racial traits to start with them without having to do several years of research to meet the requirements. Although I've been using the bulkier formula:

Requirement 1 Formula := IIF(Empire_Has_Racial_Trait("Organic Manipulation"), Get_Empire_Tech_Level("Insert tech that only got to 2") >= 3, Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1))

you could do

Ability 2 Type := Description Only
Ability 2 Description := description here, useful for historys and the like.

this makes it just text, no use or limitation

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