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November 16th, 2006, 03:11 AM
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Re: Unit Launch options
Quote:
President_Elect_Shang said:
Build an entire Mod based on generational tech.
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Can you explain (again?) what you mean by "generational tech" ? I haven't seen anything new here so I might have missed your point. 
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November 16th, 2006, 01:01 PM
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Re: Unit Launch options
This is essentially SE4 style tech were you can phase out one component in favor of another after meeting certain requirements. For example let’s say you start the game with Ion Engines and after reaching tech level 3 in area A and tech level 5 in area B the Ion Engine is removed from the components list and replaced by the Nuclear Engine. As it stands now you can design both those components and set the requirements to phase the one out when the other is developed. The problem is that SE5 is only checking the Components.txt file when the game is loaded, so using the above example the Ion Engine will stay in the components list with the Nuclear Engine until you the player quits SE5. When you start it back up the Ion Engine will be removed and only the Nuclear Engine will be available. The foundation of my mod rests on generational components. If this is not fixed by Aaron I am doomed. And it would hurt even more because I have been trying to create this mod since pre-Gold SE4 days.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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November 16th, 2006, 02:50 PM
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Re: Unit Launch options
However if I undertand correctly, you can still make the Ion Engine unusable once the Nuclear Engine is available, even if it is still appearing in the list.
Is that so different from what you expect ? It seems to be just a display glitch, isn't it ?
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November 16th, 2006, 03:19 PM
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Re: Unit Launch options
I don’t know of a way to make components unusable without adding restrictions to the vehicles they are to be used in. Also if they can be made unusable that would just make for a mod doomed to failure. Ask yourself if you would really want to play a mod that clutters the ship design screen with components that you aren’t even allowed to use? What you are describing is closer to a semi-generational component. Any generational mod must, by nature, have the components removed from the list.
If you can’t imagine what I am saying start a game of SE4, give yourself all tech to start with, go to design a ship, then make sure the “Only Latest” button is not selected. Now try scanning through all that. That is an example of what I am coining as semi-generational. Keep in mind this is an example of semi-generational. Meaning the components may be outdated but you can still use them. In the example above and in your question the components aren’t usable. They are just cluttering up space, in other words almost semi-generational.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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November 16th, 2006, 04:42 PM
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Re: Unit Launch options
I understand what you want to achieve and am trying to help you find a way out of this dead-end (in my limited abilities  ).
In that case, can't you use requirement like below to avoid the current bug:
[%level%] <= Get_Empire_Tech_Level("Ion Engine") OR [%level%] <= Get_Empire_Tech_Level("Nuclear Engine") + 10
And you have max level for Ion Engine Tech of 10 and requirement for Nuclear Engine Tech like:
Get_Empire_Tech_Level("Ion Engine") >= 10
Of course you still have the name problem (the engine will have the same name...) which will be only display glitch 
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November 16th, 2006, 05:37 PM
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Re: Unit Launch options
The components may be related by function but they are too different to build into a progression system like the one SE5 is using now. I think that is what you are trying to build in your post. I did try to make the components into a progressive system using iif statements. However, this did not work for many reasons.
Still I‘m not sure I follow your example. In your example the component will progress to tech level 10 in the tech area Ion Engine then the tech area Nuclear Engine will take over. This will affect what tech area controls the item but will not change the component that is being put in the ship unless that item is changing based on a formula that calls on [%Level%] to calculate cost or some such thing.
A true generational component uses one tech area to progress by, so the Ion Engine in our previous example would be set at tech level 1 for area A and the Nuclear Engine at tech level 3 in area A. Then you will need a trigger tech area, tech area B. So when you are at level 1 tech area A and B you have the Ion Engine. When you reach level 3 tech area A nothing happens until you reach level 4 in tech area B. At that time the generational effect kicks in and the Ion Engine is removed and the Nuclear Engine is released. Reading my earlier post I see I didn’t explain this very well. Since all of us modders dealt with generational components in SE4 I just assumed the bare explanation would do; my fault and my apologies for being so vague. Also I did test placing tech area A and B on the same requirement line using both AND and OR. The problem remains that the file needs to read afresh.
Maybe if you could give a little more detail please? Also keep in mind that the current problem to generational components is not the set up in the components requirements. The problem is that, no matter how you the requirements, the hard code tells the game to look at the Components.txt file once at load and that’s it. I do appreciate your thoughts and don’t want to discourage you from posting them. Maybe there is a backdoor and as you point out we may yet find it by sharing thoughts.
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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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November 16th, 2006, 06:30 PM
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Re: Unit Launch options
I'm sorry but I still don't get what is the difference between your "Ion engine" and your "Nuclear Engine" except the name.
Does the Nuclear engine has anything different from Ion Engine except the name and maybe 1 bonus mvt point ?
I understand now that you want only 1 Tech which provides 2 components, but I'm still interested in the difference you desire between the two engines 
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November 25th, 2006, 12:31 AM
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Re: Unit Launch options
Is there a command that lets you alter the maximum population of a planet? I can't seem to find one and would like to explore some population expanding gadgetry.
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November 25th, 2006, 01:14 AM
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Re: Unit Launch options
PlanetSize.txt will allow you to control the maximum population a planet size can have; however, there is no ability which can be plugged into a component or facility to allow that number to be increased or decreased at a later time.
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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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November 25th, 2006, 02:26 AM
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Re: Unit Launch options
Quote:
President_Elect_Shang said:
PlanetSize.txt will allow you to control the maximum population a planet size can have; however, there is no ability which can be plugged into a component or facility to allow that number to be increased or decreased at a later time.
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Hmm...actually, after searching through all the files, I think there may be.
Quote:
Abilities_Const 113 := Planet Maximum Population
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I found that in the MainStrings file. I'm going to tinker with it and see what it does. If it does what I want it to do, this could get real interesting.
If not, I'll just cut that feature from the mod and go from there.
In other news, I'm doing some tinkering with the Ringworld and Sphereworld. See, a Ringworld is supposed to have 6,000,000 times the surface area of Earth. A Sphereworld 100 times taht. So I'm plugging those numbers into the game and seeing what sort of mathmatical vomiting I get back.
That means that the maximum population ends up somewhere in the quintillions, by the way. More for the Sphereworld.
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