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  #1  
Old October 27th, 2006, 09:19 AM
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Default Re: You\'re thoughts please!

I would need something like the destroyed on use ability along with the emergency movement points ability tied together. Then I could create a component that:

1. Generates one point in movement.
2. Generates one bonus movement point for each working component which would have to be activated in the same way emergency components are now.
3. When activated SE5 will determine randomly if chance to fail succeeds or not. The chance to fail would have to be a modder supplied percent. Succeed means the component is destroyed and not means the player (or AI) can use the ability again next turn.

Honestly it could be done if Aaron just added in a percent chance to fail formula, but I don’t think he will.
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  #2  
Old October 27th, 2006, 04:16 PM
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Default Re: You\'re thoughts please!

OK, so just how does combat movement work? I saw the listings in the componets file on the engines, but I haven't quite pieced it together. Would somebody be so kind as to explain it to me? I'd rather know before I get to work on putting QNP in, as well as dabbling in stuff like maneuverability mods and defense modifiers based on them.
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Old October 27th, 2006, 04:25 PM

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Default Re: You\'re thoughts please!

Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.

How it works: Take the ship's movement points, multiply it by the value above, then ADD any "Combat Movement" values.
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  #4  
Old October 27th, 2006, 09:06 PM

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Default Re: You\'re thoughts please!



Do functions get overriden? So if I declare a function in the Main script file, and the same one exists in an included script, will the new one override the old?
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Old October 27th, 2006, 09:12 PM
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Default Re: You\'re thoughts please!

The Empire specific scripts will overwrite any variables etc. in the general AI files.

But if you wanted to make a special design creation sequence for your modded race, you could modify the default one and give it a new name and include that file as a reference in place of the other script in your AI's main script file.
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Old October 27th, 2006, 09:36 PM

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Default Re: You\'re thoughts please!

Thats what I had been doing. It would be a pain to manage as the base scripts change though, would have to merge them into the new script.
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Old October 28th, 2006, 04:55 AM

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Default Re: You\'re thoughts please!

Digging through the ai scripts, found this:
Code:

//------------------------------------------------------------------------
// Compute_Spending_Resources
//------------------------------------------------------------------------
function Compute_Spending_Resources returns boolean
params
vars
total_resources: Resources
begin
return TRUE

call total_resources.clear()
call total_resources.Add(Sys_AI_Empire_Stats_Get_Curren t_Resources(sys_long_Player_ID))
call total_resources.Subtract(Sys_AI_Empire_Stats_Get_T otal_Queue_Usage_Per_Turn(sys_long_Player_ID))

call gbl_resources_vehicles.assign(total_resources)
call gbl_resources_vehicles.multiply(lng_Overall_Spendi ng_Pct_Vehicle_Construction / 100)

call gbl_resources_units.assign(total_resources)
call gbl_resources_units.multiply(lng_Overall_Spending_ Pct_Unit_Construction / 100)

call gbl_resources_facilities.assign(total_resources)
call gbl_resources_facilities.multiply(lng_Overall_Spen ding_Pct_Facility_Construction / 100)

end


Correct me if I'm wrong, but this code is never run in the begin/end statements as it returns right at the beginning??
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Old October 28th, 2006, 04:40 PM
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Default Re: You\'re thoughts please!

Hmm...OK, got that part about the movement points and what not and then did some good old hard testing to see how stuff works, but I'm a bit lost on how to add something like a maneuvering thruster to make a ship, for instance, turn faster. Though, I think that making a ship harder to hit would be a matter of adding a function in the defense modifier of the ship based on movement points and turn speed. That I'll need to explore, but again I don't know what command to put in the script.

OK, another question...I noticed that, in the racial traits, it has a field for requirements. What, exactly, can I put in there and how do I make abilities have other abilities as requirements?

Edit: OK, so after digging through the tech files, I'm thinking "Empire_Has_Racial_Trait" is probably just what I want. I'll try it and post the results here.
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Old October 28th, 2006, 04:44 PM
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Default Re: You\'re thoughts please!

I'm thinking it would probably be a boon to searches in the future if we let this thread die, and start making new threads for different types of modding questions. It's a real pain to be searching for something, and end up at a thread with 100s of posts, since the forum software doesn't link properly in them (unless maybe it just doesn't like non-default settings...).
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  #10  
Old October 28th, 2006, 06:31 PM
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Default Re: You\'re thoughts please!

If you log out before doing your serach, the defaults work better for the search links.
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