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Old June 23rd, 2007, 10:51 AM
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Default Re: Is this possible?

Well I found even a more elegant solution:
Instead of going to each vehicle I changed the component itself according to your suggestion Fyron:

Name := Basic Sensors
Description := Basic sensor package which allows detection of ships and space bodies at range.
Picture Number := 28
Maximum Level := 21
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 200 + (([%Level%] - 1) * 2)
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, Satellite, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Sensors
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 1 in Sensors.
Requirement 1 Formula := Get_Empire_Tech_Level("Sensors") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Ship cannot have both basic and tachyon sensors.
Requirement 2 Formula := Get_Design_Ability_Total("Sight Level", 1) <= 1
Number Of Abilities := 2
Ability 1 Type := Sight Level
Ability 1 Description := Allows scanning at level [%Amount1%].
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1 + ([%Level%] / 5)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Sight Range
Ability 2 Description := Allows scanning out to a range of [%Amount1%] sectors.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 3 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Weapon Type := None

and

Name := Tachyon Sensors
Description := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Picture Number := 36
Maximum Level := 26
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 40 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 1500 + (([%Level%] - 1) * 15)
Cost Organics Formula := 0
Cost Radioactives Formula := 500 + (([%Level%] - 1) * 5)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Sensors
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 4 in Sensors.
Requirement 1 Formula := Get_Empire_Tech_Level("Sensors") >= (4 + ([%Level%] - 1))
Requirement 2 Description := Ship cannot have both basic and tachyon sensors.
Requirement 2 Formula := Get_Design_Ability_Total("Sight Level", 1) <= 1
Number Of Abilities := 2
Ability 1 Type := Sight Level
Ability 1 Description := Allows scanning at level [%Amount1%].
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 2 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Sight Range
Ability 2 Description := Allows scanning out to a range of [%Amount1%] sectors.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 0
Weapon Type := None

And it seems to work. As soon as you added one sensor to your design you cannot place a second sensor anymore in the design.
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