View Full Version : Component Requirements
macjimmy
October 16th, 2003, 12:55 AM
I was looking around in Main_Components.txt and wanted to mod some of the cargo components to do things. I would like to make some of them add-ons for other systems, such as Universal Innoculant adding resistance to crew toxins, but requiring a medical bay component to function. How do I add that requirement to the entry for the innoculant?
Edit: Do all the values add? Are there any that only take the value of the best component onboard?
 
 [ October 16, 2003, 00:06: Message edited by: macjimmy ]
Suicide Junkie
October 16th, 2003, 02:06 AM
That is an excellent idea.
The only restriction I currently know of is the max-per-ship one, though.
Hmmm... There are quite a few additive abilities, there are also the True/False abilities (Which takes the "best of" in a degenerate manner)
I can't think of any offhand that use a standard "best of".
macjimmy
October 16th, 2003, 03:02 AM
I just tried adding a requirement to a component, but it dosent work. The game crashes at 90% completion during generation. It gives an error message, but I can't see what it is either. Here is the entry I made:
Class Name                       := Universal Inoculant
Name                             := Universal Inoculant
Description                      := All encompassing innoculant which protects against 95% of the known diseases. 
Allowed Vehicle Types            := Ship, Base, Satellite, Fighter
Space Object XFile Name          := Cargo Pod
Picture Bitmap Index             := 80
Placement Locations              := Hull
Default Repair Priority          := 9
Tonnage Space Taken              := 10
Tonnage Structure                := 10
Level Minimum                    := 1
Illegal Cargo                    := FALSE
Event ID                         := 0
Base Credit Value                := 300
Sound Filename                   := 
Energy Consumption               := 0
Weapon Type                      := None
Number of Effects                := 1
Effect 1 Type                    := Resist Crew Toxins
Effect 1 Base Amount             := 20
Effect 1 Amount Per Level        := 5
Number of Requirements           := 1
Requirement 1 Type               := Medical Bay
I have a feeling I did the requirements wrong, and it can't generate the stores because of it, or something. I did modify the Terran stores to carry Medical Bays 100% of the time. Does anyone know how to make this work? About 1 per ship restrictions, how is this set? I don't see a line for it, so it looks like I could put 5 system scanners on my ship and see the entire system.
Phoenix-D
October 16th, 2003, 06:28 AM
you might want to read the patch thread..
"7. Added - Restriction Type and Restriction Value to Components.txt. "
Looks like this was planned for the full Version but is being implimented in the first patch.
Mehrunes
October 16th, 2003, 07:15 AM
Thank God for hex editors. Try these...
Number of Requirements:= #
Req # Type :=
Req # Amount :=
Req # Per Level Modifier Type :=
Req # Amt Per Level Modifier :=
Types: None, Level Required, Crew Required, Hull Required, Armor Required, Shields Required, Maximum Energy Required, Cannot Be Class(?)
Per Level Modifier Types: Number is the only one I tested, Percent might also work.
For instance, I got Life support to require 100 hull plus 10 hull per level using this...
Number of Requirements           := 1
Req 1 Type := Hull Required
Req 1 Amount := 100
Req 1 Per Level Modifier Type := Number
Req 1 Amt Per Level Modifier := 10
Which is what that snippet at the very beginning of the components file is all about.     http://forum.shrapnelgames.com/images/icons/icon7.gif
 
 [ October 16, 2003, 06:24: Message edited by: Mehrunes ]
macjimmy
October 16th, 2003, 08:14 AM
Thanks for the info. With the requirements choices, it looks like the way to make that universal innoculant require a medical bay would be to give the medical bay a large +crew number, 501 or so, and then require the innoculant have 600 crew. You couldn't do many co-dependent components like this, though.
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