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

Negative Planet Values

Image de Deathstalker
Soumis par Deathstalker le Jeu, 2008-04-24 22:59 SE:V MODs

Simple question, do negative planet values work??

ie, if I give the range of -50 to 200% for planet values (mineral/farm/rads) will it do anything?? (will the planet naturally cost more of that type or will it only do something if say a monolith facility is built?)

anyone?

Bueller?

‹ The mod simply knowns as "New Stuff" Structure components. ›
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Mod Designer

Re: Negative Planet Values

Soumis par Fyron le Jeu, 2008-04-24 23:24

Hopefully Aaron put in proper bounds checking and the lowest allowed value is 0.


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Re: Negative Planet Values

Soumis par marhawkman le Ven, 2008-04-25 08:59

Yeah. A value of less than 0 will only take effect if someone builds a resource productiion facility of that type.

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Re: Negative Planet Values

Soumis par rahlubenru le Sam, 2008-04-26 10:29

It would have no affect on the maintanance of any building, it would simply result in negative production for the appropriate facilities. Therefore I'd hope it didn't work.

No idea if it'd be possible to make maintanence work on a per planet basis.
Though I guess you could increase the maintanance for facilities and then have every facility produce some of each material to attempt to counter it's costs.

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Re: Negative Planet Values

Soumis par marhawkman le Dim, 2008-04-27 11:12

That sounds extremely awkward. I think it'd be easier to make a planetary ability to give spaceyards a negative bonus.

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Re: Negative Planet Values

Soumis par Kalin le Lun, 2008-04-28 06:55

I'm pretty sure that negative values doesn't work, although admittedly I haven't actually tested. It just seems logical for Aaron to use an unsigned short integer for the planetary values. In this case, the correct range is between 0 and 255. If you try to put more or less, then I assume the read in function will cut the overflow/underflow, and will result in a max or zero value (depending on the situation).

As for what the values do, as others have mentioned, it only works on resource production facilities and have no effect on maintenance values, as those are based on a set percentage of the building's construction cost.

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Image de Deathstalker

Re: Negative Planet Values

Soumis par Deathstalker le Mar, 2008-04-29 12:36

Sigh,

thanks guys. Tried negative maintenance costs on a ship (trying to make a 'casino ship' like I had in se4) and that didn't work either. Ah well, gonna have to see if something else will work.

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Mod Designer

Re: Negative Planet Values

Soumis par Fyron le Mar, 2008-04-29 12:55

Kalin wrote:
I'm pretty sure that negative values doesn't work, although admittedly I haven't actually tested. It just seems logical for Aaron to use an unsigned short integer for the planetary values. In this case, the correct range is between 0 and 255. If you try to put more or less, then I assume the read in function will cut the overflow/underflow, and will result in a max or zero value (depending on the situation).
SE's track record proves that its rather dangerous to make assumptions like that... It took many versions of SE4 to fix the >255 standard movement CTD bug (now values >255 are read, but wrap around to 0 and start over again).


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