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  #1  
Old October 14th, 2006, 02:48 PM

Phoenix-D Phoenix-D is offline
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Default Re: Modding SEV Thread Questions

Looks ok to me.
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  #2  
Old October 14th, 2006, 05:24 PM
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Default Re: Modding SEV Thread Questions

I need another formula help. What if I want to create a damage formula with the following values:

Range: 0 – 10 – 20 – 30 – 40 – 50 – 60 – 70 – 80 – 90 – 100 – 110 – 120
Damage inflicted: 30 – 30 – 20 – 20 – 20 – 10 – 10 – 10 – 10 – 10 – 10 – 10 – 10

How would I do this? I know that I only need to do the formula once as I want a flat damage rate so the min and max formula would be the same. Apologies but the formatting isn’t coming out and I don’t want to make it into columns.
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  #3  
Old October 14th, 2006, 05:29 PM

Elsemeravin Elsemeravin is offline
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Default Re: Modding SEV Thread Questions

Why don't you use the exact same formula as for accuracy (below) but changing the weight and limits ?

kind of :
iff %range% <=10 ,30,iff %range% <=40 , 20,iff %range% <=120,10,0
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  #4  
Old October 14th, 2006, 05:47 PM
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Default Re: Modding SEV Thread Questions

Quote:
Elsemeravin said:
Why don't you use the exact same formula as for accuracy (below) but changing the weight and limits ?

kind of :
iff %range% <=10 ,30,iff %range% <=40 , 20,iff %range% <=120,10,0
Can I do that? SJ, CPT Kwok, Phoenix-D? Is that a legal formula to use for the damage? How would I place the range limit on it? Something like

>=121, 10000, 0
The >= is for the cut off point.
The 10000 is to change all damage to 0 past that point.
I have no idea why the last 0 is in there(?).
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  #5  
Old October 14th, 2006, 06:10 PM
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Default Re: Modding SEV Thread Questions

You don't want 10000 damage; that would be huge.

Give me 10 minutes, and I'll tweak my equation parser program to show values at range.
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  #6  
Old October 14th, 2006, 06:17 PM
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Default Re: Modding SEV Thread Questions

Yaa...I know what PES is working on...

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Old October 14th, 2006, 06:38 PM
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Default Re: Modding SEV Thread Questions

http://imagemodserver.mine.nu/other/...angeLister.zip

The one thing to keep in mind is that SE5's formula parser is not as flexible as this one.
SE5 demands whitespace everywhere, for example.

Note:
If you're not sure what is causing an error condition, press the "verbose" button, and it will tell you what it thinks is wrong with your formula.
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  #8  
Old October 14th, 2006, 06:46 PM
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Default Re: Modding SEV Thread Questions

Quote:
Kana said:
Yaa...I know what PES is working on...


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  #9  
Old October 14th, 2006, 05:28 PM

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Default Re: Modding SEV Thread Questions

AI colonies...

-Main script calls function to give ship orders.
-If its a colony ship, it calls the colony minister function.
-The minister looks for a planet to colonize (doesn't seem to care about any details, just if it can).

The AI has a function to pick a colony type, what calls that? It also seems to base what colony type based off of how many other colonies of the same type there are?
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Old October 14th, 2006, 07:24 PM
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Default Re: Modding SEV Thread Questions

Quote:
aegisx said:The AI has a function to pick a colony type, what calls that? It also seems to base what colony type based off of how many other colonies of the same type there are?
The file Script_AI_ColonyType.txt contains the syntax for the AI to choose a colony type. In stock, it chooses a colony type based on a set percentage desired for each type. If it picked a resource type, then it would pick what resource by the value. Of course this meant a lot of times the AI was using good resource planets for stupid things. However, in the Balance Mod I switched this for the AI to pick a one of the resource colonies if the planet value was good to excellent and if it was poor in value to pick one of the other types based on a desired percentage in the empire.
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