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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEV Modders Knowledge Base

Reply
 
Thread Tools Display Modes
  #201  
Old October 16th, 2006, 06:25 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Modding SEV Thread Questions

No it’s my fault, allow me to explain where it started and it will become clear.

SE4 may have used CX; however I made the StarFire mod and started playing it exclusively. In StarFire the CX becomes the CV and the Light Cruiser the CL. When I read the title I figured the LC was a simple type-o; a letter reversal either not noticed by you or noticed and discarded as being to minor to warrant correction. A simple mistake compounded by me working on a StarFire Mod for SE5; which happens (as Kana pointed out already) to be the current source of all my annoying questions.
__________________
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
Reply With Quote
  #202  
Old October 17th, 2006, 11:48 AM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Case statements

About the case statement of the form:

case my_var
1:
2:
call Task_One
3:
call Task_Two
endcase

1). if my_var = 1, does it call Task_One?
----- Invalid (empty) case statement; won't compile
2). if my_var = 2, does it also call Task_Two?
----- No.
3). if my_var = 0, does it skip both tasks?
----- Yes.
Reply With Quote
  #203  
Old October 17th, 2006, 04:44 PM

Elsemeravin Elsemeravin is offline
Corporal
 
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
Elsemeravin is on a distinguished road
Default Plague extension

I was thinking it would be nice to extend the current plague system, maybe as follow:

1] Be able to use a formula for the amount of damage each turn, depending on the turn number (could make damage go down, like plague becoming less active, or up exponentially to force a quick resolve and simulate pandemia).

2] To be able to use amount2 as a "plague type". In that case a plague prevention component/factory could only cure the corresponding "plague type" (or several if several such abilities modded in the facility).
This way we could create plague used as virus, destroying only master computers, or facilities and so on.
Reply With Quote
  #204  
Old October 17th, 2006, 05:31 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Plague extension

Well if the plague entry has a formula line then you can make some kind of formula. Any line in the data files, that has the word 'formula' in it, can have a formula.
Reply With Quote
  #205  
Old October 17th, 2006, 06:01 PM

Elsemeravin Elsemeravin is offline
Corporal
 
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
Elsemeravin is on a distinguished road
Default Re: Plague extension

But do you know the variable (like %range%) corresponding to the number of turns ?
Reply With Quote
  #206  
Old October 18th, 2006, 12:45 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Plague extension

This line comes from the components text but where is “Beam 10”? In the effects folder I see Beams_01 to 07 and there appears to be 4 beams per bit map. What if I want to change a weapon to another display beam type? I hope the modding gets easier as the game is developed more, or at least a really good guide is created!

Anti-Proton Beam
Weapon Space Display Effect Name = Beam 10
__________________
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
Reply With Quote
  #207  
Old October 18th, 2006, 01:22 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Plague extension

That's specified in BitmapEffects_SpaceCombat.txt.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #208  
Old October 18th, 2006, 01:35 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Plague extension

You see now I was thinking that, hence the reference to 4 per bit map. I just didn’t want to say it and sound nuts.
__________________
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
Reply With Quote
  #209  
Old October 18th, 2006, 01:45 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Plague extension

Just think of it as a wealth of modding possiblities...
Reply With Quote
  #210  
Old October 18th, 2006, 03:08 AM

Elsemeravin Elsemeravin is offline
Corporal
 
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
Elsemeravin is on a distinguished road
Default Re: Plague extension

Would someone know about the functions that can be used in facility requirement ?
I would like to create requirement such like :
Planet already has one facility with ability X
Sum of amount1 of ability Y on Planet <= Y

Would you know such functions (like I know already for component) ?

(My SEV boxed copy arriving beginning of next week )
Reply With Quote
Reply

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 04:30 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.