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November 12th, 2006, 03:01 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Component.txt Knowledge Base
It has been reported before - but some fresh e-mails might stimulate a fix.
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November 12th, 2006, 04:40 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Component.txt Knowledge Base
Now I can’t get the generations to work? Is this something that just happened with the latest patch?
__________________
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 12th, 2006, 04:59 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Component.txt Knowledge Base
Generational components do not work at all! I set this up:
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have achieved C&C Tech level 1.
Requirement 1 Formula := (Get_Empire_Tech_Level("C&C") <= 1)
So if C&C is above tech level 1 this component should not appear in the component list. It is listed. I can’t speak for any other mods but if this doesn’t get fixed my hopes of finally creating this mod are done. I am feeling very depressed about all of this right about now!
Edited in: The components will phase out as they are supposed to; however, the only way I managed to get them to work correctly was to save the game then reload it. In other words by forcing SE5 to read the Components.txt file again. That explains why all of this stuff was working for me before. During my testing I would save, quite, modify, then load the save game over and over.
__________________
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 12th, 2006, 06:25 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Component.txt Knowledge Base
That's interesting. If you use the ALLTECH cheat, they do disappear..
EDIT: yep, confirmed. There's a couple of things that don't update until a save is reloaded. Technology that's obsolete does disappear. Pester MM about it.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 13th, 2006, 12:11 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
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Re: Component.txt Knowledge Base
Phoenix-D: First of all full credit goes to David who made the avatar at my request. I just didn’t tell him what it was for! Anyway I added the rank, four stars for a General. So why bother you ask? I noticed that you didn’t have an Avatar and I wanted to say thanks for the help you have given me. My mod wouldn’t be this far along if it wasn’t for your help.
So thanks,
Ed
__________________
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 28th, 2006, 03:57 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Component.txt Knowledge Base
I'm trying to create a new component that is destroyed after one use, but I can't seem to get it to work correctly. It doesn't seem to get destroyed after one use. Any idea what I'm doing wrong?
Name := External Mount Missile
Description := Externally mounted one-shot heavy duty missile with nuclear warhead.
Picture Number := 87
Maximum Level := 11
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10
Cost Minerals Formula := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 30 + (([%Level%] - 1) * 5)
Supply Amount Used Formula := 10
Ordnance Amount Used Formula := 5
Can Be Placed On Vehicle Typ := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Technological
General Group := Weapons
Custom Group := 0
Number Of Requirements := 1
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 Missile Weapons.
Requirement 1 Formula := Get_Empire_Tech_Level("Missile Weapons") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Ordnance Storage
Ability 1 Description := External Mount Missiles store [%Amount1%] units of ordnance.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 5
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Destroyed On Use
Ability 2 Description := External Mount Missiles are destroyed on use.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Description Only
Ability 3 Description := External Mount Missiles travel at [%Amount1%] km/s and have [%Amount2%] points of damage resistance.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 40
Ability 3 Amount 2 Formula := 10 + (([%Level%] - 1) * 1)
Weapon Type := Seeking
Weapon Delivery Type := Missile
Weapon Target Type List := Ship, Base, Planet
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := (100 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula := (100 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula := 0
Weapon Reload Rate MS Formula := 5000
Weapon Display Type := Directed Torpedo
Weapon Space Display Effect Name := Missile 9
Weapon Ground Display Effect Name := Missile 9
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := Capital Ship Missile
Weapon Seeker Speed Formula := 0.04
Weapon Seeker Turn Rate := 0.01
Weapon Seeker Tonnage Structure Formula := 10 + (([%Level%] - 1) * 1)
Weapon Seeker Defense Modifier Formula := 50
Moderator Mode:
Post edited to fit into window (stop side scrolling). No content removed. PE Shang
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November 28th, 2006, 11:54 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Component.txt Knowledge Base
The problem is that weapons fire automatically, meaning you may target them but they fire by themselves. The ability “Component - Destroyed On Use” is a player used ability. It’s like apples and oranges (automatic and player activated) unless you can talk Aaron into re-writing the code this component won’t work the way you want it to. For my Mod I have an XO weapon too; are you copying me? Anyway there are two ways to work around your problem.
1. Set the “Weapon Reload Rate MS Formula to a very high number so the weapon will only fire once every combat action. I did this for a type of satellite that was intended to be a one shot deal. Since I couldn’t blow the thing up (like you are trying to do here) I just set the reload time to something absurdly huge.
2. Split your weapon into components (what I did for my XO weapons). First make an XO Rack that launches only “XO Weapons”. Then make a new vehicle called an “XO Weapon. Give the vehicle a limited number of slots and then break the type of missiles you want into components as warheads or weapons. Just remember that your drone/XO Weapon will try to ram regardless of what you put inside. The work around to that is to set the tonnage low (what I did) so when it hits it won’t do much in the way of extra damage. Or there may be a way to create a new strategy for your XO Weapon to use that keeps it from ramming. I haven’t tried this out so that may be a long shot.
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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 28th, 2006, 01:53 PM
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Sergeant
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Join Date: Feb 2001
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Re: Component.txt Knowledge Base
Damn. ok, thanks for the advice.
By the way, External Mount Missiles were in devnullmod for SEIV, so, no I'm not copying you. Are you copying me?
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November 28th, 2006, 02:05 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Component.txt Knowledge Base
I still think the 'drone' usage for missiles/seekers is a bad idea for the fact that they dont launch like seeker components like CSM, based on range and target, they will launch more like fighters. This isnt as bad probably for tactical combat, but for simultaneous combat it just doesnt work, so I would defintely go with PES's option 1 over option 2.
Now if we could launch 'drone/unit' objects based on range and target, that would be ideal, then we could make a launcher, seeker platforms, and warhead/components. Anyone in good with Aaron? Or do you think its just too late to program in such a thing?
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November 28th, 2006, 02:35 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Component.txt Knowledge Base
@Kana: Thanks I didn’t know about that problem in multiplayer. Now that you point it out I can see it clearly. I will adjust my XO Weapons to match my satellite component from example #1.
@Devnullicus: I never played the devnullmod. Nothing personal but by the time you released it I was knee deep in my attempt at an SE4 version of this my mod. There were other matter that keep me pretty busy at the time. Anyway what is your mod based from?
__________________
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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