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

some stuff I use without support for AI - engineering

Soumis par brianb99999 le Jeu, 2008-08-28 16:23 SE:V MODs

Hi,

This is not a mod, more of something which could be added to someone elses mod (there is no AI for this - the ai will not use it).

NOTE: Engineering will slowly repair a damaged ship (so slowly that it is usually better to send a repair ship. I did once have a long range scout cruiser badly damaged in the middle of knowhere, took it 2.5 years to repair itself enough to safely start moving back into my borders.
NOTE: Unit bay construction is usefull on large carriers. Or may be useful in a 'battlestar galactica' type of mod.

Name := Engineering I
Description := Component which can repair ships in space.
Picture Number := 44
Maximum Level := 1
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Engineering II
Description := Component which can repair ships in space.
Picture Number := 44
Maximum Level := 2
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Engineering III
Description := Component which can repair ships in space.
Picture Number := 44
Maximum Level := 3
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Engineering V
Description := Component which can repair ships and units in space.
Picture Number := 44
Maximum Level := 5
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Weapon Type := None

Name := Engineering X
Description := Component which can repair ships and units in space.
Picture Number := 44
Maximum Level := 10
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Weapon Type := None

Name := Engineering XX
Description := Component which can repair ships and units in space.
Picture Number := 44
Maximum Level := 20
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Tonnage Repair Ship
Ability 1 Description := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering I
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 1
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering II
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 2
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering III
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 3
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering V
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 5
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering X
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 10
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Engineering XX
Description := Component which can repair units in space.
Picture Number := 44
Maximum Level := 20
Tonnage Space Taken Formula := [%level%]
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 15 + (([%Level%] - 1) * 3)
Cost Organics Formula := 0
Cost Radioactives Formula := 5 + (([%Level%] - 1) * 1)
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 := Construction
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 Repair.
Requirement 1 Formula := Get_Empire_Tech_Level("Repair") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Tonnage Repair Unit
Ability 1 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := [%Level%]
Ability 1 Amount 2 Formula := 0
Weapon Type := None

Name := Unit Bay Construction
Description := Unit construction component which can work on one unit at a time.
Picture Number := 8
Maximum Level := 21
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 20 + (([%Level%] - 1) * 2)
Cost Minerals Formula := 20 + (([%Level%] - 1) * 1)
Cost Organics Formula := 0
Cost Radioactives Formula := 50 + (([%Level%] - 1) * 1)
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 := Construction
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := 1
Requirements Evaluation Allows Placement := 2
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 10 in Space Yards.
Requirement 1 Formula := Get_Empire_Tech_Level("Space Yards") >= (10 + ([%Level%] - 1))
Requirement 2 Description := There is a limit of one Space Yard per vehicle.
Requirement 2 Formula := Get_Design_Specific_Component_Count("Space Yard")

‹ some stuff I use without support for AI - Cargo some stuff I use without support for AI - Large constructors and ordn/supply collection ›
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