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  #401  
Old November 17th, 2006, 04:07 PM

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Default Re: Unit Launch options

You can find most of my non-yet working ideas around here as in below threads, but all of them need Aaron work:

Plague extension
Facilities building tree

And here for the sensor/cloak design:

Re: Modding SEV Thread Questions [Re: Q]
#453696 - Sat Oct 07 2006 03:20 PM


To know about the working one you'll have to wait for the release

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  #402  
Old November 21st, 2006, 11:09 PM
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Default Re: Unit Launch options

From the chat interview a few weeks ago:
Quote:
[20:03] Combat_Wombat: Noble713 asks: Any possibility of removing hard-coded component limitations, such as only one Afterburner per fighter effective?

[20:04] Malfador: Its not so much a hard-coded limitation. Its more of a Min function on the ability type. So that 2 afterburners don't give you double the effect.
Anyone come up with any work-arounds that will enable stackable afterburners? I haven't been able to find a way of changing the "Min function on the ability type" that Aaron mentions. I tried using Get_Design_Ability_Total and an AI Tag to set the combat movement generated by each component = to the total number of engines. I added this ability to both the individual engine components and to the vehicle hulls themselves and neither worked.

It's really annoying b/c I've used Get_Design_Ability_Total in both files before and it has worked (component-based crew AI Tag, and a hull requirement of having sufficient crew quarters/life support for the crew AI Tag).
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  #403  
Old November 23rd, 2006, 02:50 AM

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Default Mod Logo

What is the format for custom mod logos when starting a new game?

When I create a bitmap for my mod logo it says it cannot find the file. I have checked the Mod Definitions and the name of the file in the text is the exact name of the bitmap file. I dont know what else to do.

EDIT: Hmmm. I just changed the file format to jpeg and it works. What is the settings for bitmaps?
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  #404  
Old November 25th, 2006, 12:31 AM
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Default 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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  #405  
Old November 25th, 2006, 01:14 AM
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Default 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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  #406  
Old November 25th, 2006, 01:23 AM
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Default Re: Unit Launch options

Aren't there some organic stuff that allows you to 'grow' population...?
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  #407  
Old November 25th, 2006, 02:26 AM
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Default 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.
Hmm...actually, after searching through all the files, I think there may be.

Quote:
Abilities_Const 113 := Planet Maximum Population
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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  #408  
Old November 25th, 2006, 03:16 AM
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Default Re: Unit Launch options

How could you make a facility that increases population loyalty or how could you add this ability to troops?
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  #409  
Old November 25th, 2006, 03:41 AM
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Default Re: Unit Launch options

Quote:
Q said:
How could you make a facility that increases population loyalty or how could you add this ability to troops?
That would be the Planet Population Loyalty ability, I do believe. I'm not entirely sure a troop would be able to use it, but a facility should.
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  #410  
Old November 25th, 2006, 06:59 AM
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Default Re: Unit Launch options

Tried it with the urban pacification center where I added a third ability:

Ability 3 Type := Planet Population Loyalty
Ability 3 Description := Urban Pacification Center improves population loyalty in this system by [%Amount1%]% each turn.
Ability 3 Scope := System - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 0.5)
Ability 3 Amount 2 Formula := 0

This displays an effect of 5.5% increase of loyalty per turn in the system. But it does not work.
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