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December 5th, 2006, 08:43 PM
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Brigadier General
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Re: Component.txt Knowledge Base
MainString.txt is one of the files in the same directory as the component file you are modding. Please remember to make a backup copy of any file you are going to mod before you mod it. Any you can just call me PES, much easier! 
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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December 5th, 2006, 10:13 PM
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Private
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Re: Component.txt Knowledge Base
Thanks for the info, I use a mod directory for my playing around so as not to mess up my game
PES works fine for me, just remember, copy and paste is my friend.
DM.
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December 7th, 2006, 02:47 AM
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Re: Component.txt Knowledge Base
Update: I found the problem with my original formula, I'm an idiot as usual, and missplaced a (.
So I have runs some tests, and all 4 of the methods discussed work as they should.
Method 1. using 40 - ( Int(([%Level%] - 1) / 7) * 10)
Method 2. using 40 - ( Trunc(([%Level%] - 1) / 7) * 10)
Method 3. using 40 - ( Round(([%Level%] - 1) / 7) * 10)
Method 4. using 40 - iif([%Level%] >= 19, 30, iif([%Level%] >= 15, 20, iif([%Level%] >= 8, 10, 0)))
Each method gives slightly different results as expected, except that Trunc and Int seem to be the same.
Hopefully this will be usefull to everyone.
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It's not what you know...
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December 7th, 2006, 03:03 AM
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Brigadier General
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Re: Component.txt Knowledge Base
Excellent contribution; thank you DeadMilkMan!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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December 21st, 2006, 02:51 PM
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National Security Advisor
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Re: Component.txt Knowledge Base
I know a lot of modders are interested in Space Yard Expansions. Once possible way to achieve that in SE:V is to use the "Space Yard Rate Modifier" ability on your expansion facility. Perhaps someone can test that and see if it works - I think it just might. 
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December 21st, 2006, 04:24 PM
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Shrapnel Fanatic
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Re: Component.txt Knowledge Base
The next patch might have a very easy, clean way to do SYEs...
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September 4th, 2007, 11:57 PM
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Sergeant
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Re: Component.txt Knowledge Base
Does anyone know why this doesn't work? Specifically, it always gives shield points as if there were 0 stars in the system. [%NumberOfStars%] is used in Formulas.txt, so it should be usable in other places as well, correct?
Edit: I even tried putting the formula in formulas.txt and then using the name in components.txt and it still acts as if there are 0 stars. *sigh*. I really wish there were easy ways to add variables like this to formulae.
Code:
Name := Star Shield
Description := Generator that creates an energy field around a starship preventing damage that gets stronger the more stars there are in the star system
Picture Number := 52
Maximum Level := 20
Tonnage Space Taken Formula := 25 - trunc( ( [%Level%] - 1 ) * 0.7 )
Tonnage Structure Formula := 25 + trunc( ( [%Level%] - 1 ) * 0.75 )
Cost Minerals Formula := 200 + ( ( [%Level%] - 1 ) * 10 )
Cost Organics Formula := 100 + ( ( [%Level%] - 1 ) * 5 )
Cost Radioactives Formula := 160 + ( ( [%Level%] - 1 ) * 8 )
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Shields.
Requirement 1 Formula := Get_Empire_Tech_Level("Shields") >= ( 1 + ( [%Level%] - 1) )
Requirement 2 Description := Empire must have at least tech level 1 in Stellar Manipulation.
Requirement 2 Formula := Get_Empire_Tech_Level("Stellar Manipulation") >= ( 1 + ( [%Level%] - 1) )
Number Of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Description := Shield Generators provide [%Amount2%] normal shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Normal Shields"
Ability 1 Amount 2 Formula := 100 + ( ( [%Level%] - 1 ) * 10 ) + ( ( 50 + ( ( [%Level%] - 1 ) * 10 ) ) * [%NumberOfStars%] )
Weapon Type := None
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