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  #181  
Old October 16th, 2006, 11:22 AM
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Default Re: Modding SEV Thread Questions

Quote:
Captain Kwok said:
Most formulas can do decimal entries and the result is either rounded off or used as is depending on what it is affecting. For example, damage is rounded to whole number, while population reproduction or sight level is not. Formula fields that don't use decimals usually return a value of 0.
How about the build rate for a construction yard; dropped I would think.
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  #182  
Old October 16th, 2006, 11:45 AM
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Default Re: Modding SEV Thread Questions

If space yards are in space why were they given the ability to repair facilities?
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  #183  
Old October 16th, 2006, 12:22 PM
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Default Re: Modding SEV Thread Questions

Are you asking about the Space Yard component or Space Yard facility?

For gameplay resasons it's probably a good idea to keep it that way since there is no inherent repair rate for a planet. I requested that some lines be added to settings.txt that allow you set a repair rate for a planet without a SY...
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  #184  
Old October 16th, 2006, 12:52 PM
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Default Re: Modding SEV Thread Questions

The component; how does a space yard in space fix a facility on a planet? You do have a good point though!
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  #185  
Old October 16th, 2006, 12:59 PM

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Default Re: Modding SEV Thread Questions

Construction crews shuttle down to the planet and repair the facilities using supplies from the planet?
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  #186  
Old October 16th, 2006, 01:08 PM
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Default Re: Modding SEV Thread Questions

A basic repair for colonies is essential IMO. Otherwise damaged facilities will never be repaired and it is quite unlogical that you can build new facilities, upgrade facilities but not repair them!
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  #187  
Old October 16th, 2006, 01:14 PM
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Default Re: Modding SEV Thread Questions

Is there a way to build a component which has a restriction that limits the total number that can be carried? For example:

The Mega Toaster
The mega toaster can toast all bread in the blink of an eye; however, due to the power draw only 1 per 100 hull spaces can be used.

*Mega Toaster Inc. is not responsible for burnt slices or charring of crust.
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  #188  
Old October 16th, 2006, 01:52 PM
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Default Re: Modding SEV Thread Questions

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President_Elect_Shang said:
Has anyone tested to see if it works though?
Yes and no. It [VehicleUnitTypes.txt] has some issues that are still on Aaron's to-do list (I hope). This file will be incredibly powerful once its working correctly. This file will allow us to create leaders, gunships, and many other things that we have been requesting since 2001. Unfortunately, it's not quite there yet, since Aaron needs to add some more hooks in the actual engine to make the new units behave (and be recognized) like the default units. My fingers are crossed that this can be accomplished easily.
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  #189  
Old October 16th, 2006, 02:22 PM
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Default Re: Modding SEV Thread Questions

Quote:
President_Elect_Shang said:
Is there a way to build a component which has a restriction that limits the total number that can be carried? For example:

The Mega Toaster
The mega toaster can toast all bread in the blink of an eye; however, due to the power draw only 1 per 100 hull spaces can be used.

*Mega Toaster Inc. is not responsible for burnt slices or charring of crust.
Sure, I guess you'd have to give it some unique ability that does nothing (like "AI Tag 1"), then do a requirement that Get_Component_Ability_Count("AI Tag 1") <= Get_Vehicle_Hull_Tonnage() / 100... (not entirely sure about the names of those functions)

Now if you could just restrict based on component NAME that would be much easier... but I never tried that and don't have the function list handy, so it might already be possible
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  #190  
Old October 16th, 2006, 02:26 PM

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Default Re: Modding SEV Thread Questions

Note: depending on where you use it, Get_Vehicle_Hull_Tonnage has a tendancy to return 0.

It works in the weapon enhancement file, but I've yet to have it work in components.txt.
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