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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: Starfury

Reply
 
Thread Tools Display Modes
  #1  
Old October 16th, 2003, 12:55 AM
macjimmy's Avatar

macjimmy macjimmy is offline
Private
 
Join Date: Jun 2003
Location: Backwoods
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
macjimmy is on a distinguished road
Default Component Requirements

I was looking around in Main_Components.txt and wanted to mod some of the cargo components to do things. I would like to make some of them add-ons for other systems, such as Universal Innoculant adding resistance to crew toxins, but requiring a medical bay component to function. How do I add that requirement to the entry for the innoculant?

Edit: Do all the values add? Are there any that only take the value of the best component onboard?

[ October 16, 2003, 00:06: Message edited by: macjimmy ]
__________________
Arkansas... Where men are real men and sheep are real scared.
Reply With Quote
  #2  
Old October 16th, 2003, 02:06 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Component Requirements

That is an excellent idea.
The only restriction I currently know of is the max-per-ship one, though.

Hmmm... There are quite a few additive abilities, there are also the True/False abilities (Which takes the "best of" in a degenerate manner)
I can't think of any offhand that use a standard "best of".
Reply With Quote
  #3  
Old October 16th, 2003, 03:02 AM
macjimmy's Avatar

macjimmy macjimmy is offline
Private
 
Join Date: Jun 2003
Location: Backwoods
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
macjimmy is on a distinguished road
Default Re: Component Requirements

I just tried adding a requirement to a component, but it dosent work. The game crashes at 90% completion during generation. It gives an error message, but I can't see what it is either. Here is the entry I made:
Class Name := Universal Inoculant
Name := Universal Inoculant
Description := All encompassing innoculant which protects against 95% of the known diseases.
Allowed Vehicle Types := Ship, Base, Satellite, Fighter
Space Object XFile Name := Cargo Pod
Picture Bitmap Index := 80
Placement Locations := Hull
Default Repair Priority := 9
Tonnage Space Taken := 10
Tonnage Structure := 10
Level Minimum := 1
Illegal Cargo := FALSE
Event ID := 0
Base Credit Value := 300
Sound Filename :=
Energy Consumption := 0
Weapon Type := None
Number of Effects := 1
Effect 1 Type := Resist Crew Toxins
Effect 1 Base Amount := 20
Effect 1 Amount Per Level := 5
Number of Requirements := 1
Requirement 1 Type := Medical Bay

I have a feeling I did the requirements wrong, and it can't generate the stores because of it, or something. I did modify the Terran stores to carry Medical Bays 100% of the time. Does anyone know how to make this work? About 1 per ship restrictions, how is this set? I don't see a line for it, so it looks like I could put 5 system scanners on my ship and see the entire system.
__________________
Arkansas... Where men are real men and sheep are real scared.
Reply With Quote
  #4  
Old October 16th, 2003, 06:28 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: Component Requirements

you might want to read the patch thread..

"7. Added - Restriction Type and Restriction Value to Components.txt. "

Looks like this was planned for the full Version but is being implimented in the first patch.
__________________
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
  #5  
Old October 16th, 2003, 07:15 AM

Mehrunes Mehrunes is offline
Private
 
Join Date: Sep 2003
Posts: 41
Thanks: 0
Thanked 0 Times in 0 Posts
Mehrunes is on a distinguished road
Default Re: Component Requirements

Thank God for hex editors. Try these...

Number of Requirements:= #

Req # Type :=
Req # Amount :=
Req # Per Level Modifier Type :=
Req # Amt Per Level Modifier :=

Types: None, Level Required, Crew Required, Hull Required, Armor Required, Shields Required, Maximum Energy Required, Cannot Be Class(?)

Per Level Modifier Types: Number is the only one I tested, Percent might also work.

For instance, I got Life support to require 100 hull plus 10 hull per level using this...

Number of Requirements := 1
Req 1 Type := Hull Required
Req 1 Amount := 100
Req 1 Per Level Modifier Type := Number
Req 1 Amt Per Level Modifier := 10

Which is what that snippet at the very beginning of the components file is all about.

[ October 16, 2003, 06:24: Message edited by: Mehrunes ]
Reply With Quote
  #6  
Old October 16th, 2003, 08:14 AM
macjimmy's Avatar

macjimmy macjimmy is offline
Private
 
Join Date: Jun 2003
Location: Backwoods
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
macjimmy is on a distinguished road
Default Re: Component Requirements

Thanks for the info. With the requirements choices, it looks like the way to make that universal innoculant require a medical bay would be to give the medical bay a large +crew number, 501 or so, and then require the innoculant have 600 crew. You couldn't do many co-dependent components like this, though.
__________________
Arkansas... Where men are real men and sheep are real scared.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 01:39 AM.


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