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  #171  
Old October 15th, 2006, 03:37 PM

Spectarofdeath Spectarofdeath is offline
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Default Re: Modding SEV Thread Questions

Are we able to build or mod in a certain structure that can only be built once?
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  #172  
Old October 15th, 2006, 08:56 PM
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Default Re: Modding SEV Thread Questions

What if I have a ship component and I want the first version of it to be open for development at tech level x1 and tech level y1. However, I do not want the second version to be developed till tech level x12 and tech level y3. Can that be coded? Put another way:

I want to make a ship component �Funky Monkey 1� and �Funky Monkey 2�.

Funky Monkey 1 can be developed at tech level x =1 and tech level y =1.
Funky Monkey 2 can be developed at tech level x=12 and tech level y=3.

I want this to be generational (one component) so I can write the component Maximum Level as 2. At this time I have them written as two components with Funky Monkey 1 set to disappear when research for Funky Monkey 2 has been completed.
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  #173  
Old October 15th, 2006, 09:13 PM

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Default Re: Modding SEV Thread Questions

Possible.

requirement 1:
Get_Empire_Tech_Level("x") >= (1 + ([%Level%] - 12))
requirement 2:
Get_Empire_Tech_Level("y") >= (1 + ([%Level%] - 3))

should do it..
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  #174  
Old October 15th, 2006, 09:46 PM
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Default Re: Modding SEV Thread Questions

I think you meant to put multiplication instead of subtraction.

This should work better:
requirement 1:
Get_Empire_Tech_Level("x") >= ([%Level%] * 11 - 10)
requirement 2:
Get_Empire_Tech_Level("y") >= ([%Level%] * 2 - 1)

Level 1 requires X >= (11-10 = 1) and Y >= (2-1 = 1)
Level 2 requires X >= (22-10 = 12) and Y >= (4-1 = 3)
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  #175  
Old October 15th, 2006, 11:06 PM
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Default Re: Modding SEV Thread Questions

Apologies gentlemen; however, I am just too slow to follow those examples. I have decided to leave them as separate components that phase out. Now how about something a little less complex, how would I tackle this one?

I have the component �Bottomless Fiend Grinder� [BFG] and I want another generation to come available every other level. So for example:

At tech level 1 you get BFG 1.
At tech level 3 you get BFG 2.
At tech level, ya Ok you get the idea�

How would I do that?
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  #176  
Old October 16th, 2006, 01:35 AM
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Default Re: Modding SEV Thread Questions

Requirement:

GETL("x") > [%Level%] * 2
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  #177  
Old October 16th, 2006, 07:40 AM
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Default Re: Modding SEV Thread Questions

Quote:
Suicide Junkie said: GETL("x") > [%Level%] * 2
...or GETL("x") > (([%Level%] * 2) - 1) for an odd series.
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  #178  
Old October 16th, 2006, 08:52 AM
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Default Re: Modding SEV Thread Questions

Ok; now I understand this and the other formula (1st and 12th tech level)! I was way over thinking the whole thing. Thanks guys, back to the grind till the next question.
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  #179  
Old October 16th, 2006, 10:45 AM
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Default Re: Modding SEV Thread Questions

If I use a formula that generates a fraction what will SE do? Choke and die, round up, round down, or ignore all fractions?
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  #180  
Old October 16th, 2006, 11:11 AM
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Default Re: Modding SEV Thread Questions

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.
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