Re: SE5 - Mod Out LCX as Early Warship
The formulas are easier if you break them down. They're a MESS by default because they have to be crammed onto one line.
A simple one:
Cost Minerals Formula :=
4000 + (([%Level%] - 1) * 40)
The cost starts out at 4000.
%Level% is a variable, it kicks out whatever the component's current level is. Then this subtracts 1 from that and multiplies the result by 40.
In other words- it increases the cost by 40 per level.
The weapons are a bit more complicated. Here's the anti-proton beam.
(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)
Breaking it down, this part:
(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67)
sets the damage.
(20 + (([%Level%] - 1) * 5)
works the same way as the cost function above.
- (([%Range%] / 10) * 1.67)
%Range% is another variable- the current range. This part divides it by 10, then multiples the result by 1.67. So for every 10 units of range, the beam loses 1.67 points of damage.
Now comes the weird part.
iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)
Ok, what this is is a really convulted way of limited the maximum range.
iif is an if/then statement. What this says is:
IF the range is greater than X, subject 10000 from the damage. If the range is NOT greater than 90, do nothing.
X is defined by the Min(90, (([%Level%] - 1) statement. Min is Minimum. So it takes either 90 or ten times the level minus 1, whichever is LESS, and caps the range at that.
There will apparently be a full list of variables and such with the full game; I imagine the wiki will get more forumla information then. As long as you can keep your ( math straight it isn't complicated, just a bit tedius to puzzle through.
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