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CW
June 11th, 2002, 02:50 AM
I've noticed that just about every mod uses pure integer values in the data files, can't they take decimals at all?

Fyron
June 11th, 2002, 02:58 AM
No, they can not use decimals.

Krsqk
June 11th, 2002, 03:58 AM
"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.

CW
June 11th, 2002, 11:38 AM
"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value. <font size="2" face="Verdana, Helvetica, sans-serif">I was trying NOT to do that because I know I will horribly confuse myself. I'm talking about the engine movements and I don't really want to assign 10 movement points to the lowest tech Version. But if I can't use decimals then I suppose that is the only way to go.

Ed Kolis
June 11th, 2002, 07:44 PM
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move http://forum.shrapnelgames.com/images/icons/icon6.gif

Baron Munchausen
June 11th, 2002, 08:11 PM
Originally posted by Ed Kolis:
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move http://forum.shrapnelgames.com/images/icons/icon6.gif <font size="2" face="Verdana, Helvetica, sans-serif">Because movement points are tracked by a single byte. That means a maximum limit of 255. At 10 movement points per engine that's only 25 engines max in any size ship before you cause a range check error. If it goes higher from there it will be much less. So, you see the problem?