.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #6  
Old February 28th, 2003, 11:48 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: SE:IV to SE:V - Modding Question

Personally, I'm hoping for CSV tables - sure, they're harder to read than SE4's data files, but they can be read into and exported from any spreadsheet or database application, allowing for easier data editing. (Not to mention it would save on all the repetititions of "Component X Ability Y Spec Num Amount" and all those field names! )

edit: or, even better (?), a RDL (Rules Description Language) like was planned for Stars! Supernova Genesis - imagine a component entry that looked like this:

Component "AntiProton Beam" // only one entry per component family, individual components generated with formulas
{
Description = "Focused particle beam used as a medium range weapon"
TechRequirements = {"Particle Physics", CompLevel, "Beam Weapons", CompLevel} // requires tech level equal to its Roman numeral in both Particle Physics and Beam Weapons
Picture = "apbeam.bmp"
Levels = 12 // there are 12 levels of APB
Tonnage = 3000 * 0.95 ^ (CompLevel - 1) // starts at 3000 tons and decreases by 5% per level of advancement
Hitpoints = Tonnage // note field referring to other fields!
Cost("Minerals") = 100 * 1.05 ^ (CompLevel - 1) // increases 5% per level
Cost("Organics") = 0
Cost("Radioactives") = 100 * 1.20 ^ (CompLevel - 1) // increases 20% per level
VechicleTypes = {"Ship", "Base", "Satellite", "Drone", "Weapons Platform"}
SuppliesUsed = 15 * 1.05 ^ (CompLevel - 1)
MaxPerVehicle = Infinity
CustomGroup = 0 // gotta be useful for something!
Abilities = {}
WeaponType = "Direct Fire"
WeaponTarget = {"Ship", "Base", "Planet", "Fighter", "Satellite", "Drone"}
WeaponDmgToShields = 0.5 // only half as effective against shields
// variables used in calculating damage
dim Dissipation = 5
WeaponDamage = (30 - Dissipation * 0.95 ^ CompLevel) * 1.1 ^ CompLevel // damage goes up 10% per level and dissipation goes down 5%
WeaponRange = MaximumRange() // game figures out maximum range based on damage function
WeaponDmgToArmor = 1.0
WeaponDmgToComponents = 1.0
WeaponDmgToCustomGroups = {1.0, 1.0, 1.0, 0.5, 1.0} // aha! certain weapons do more/less damage to certain custom Groups! knew it was good for something!


oh well, I think you get the idea! you can see I'm carrying this a bit too far, ni?

[ February 28, 2003, 22:21: Message edited by: Ed Kolis ]
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.