|
|
|
|
|
October 29th, 2006, 04:08 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: You\'re thoughts please!
|
October 29th, 2006, 12:14 PM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: You\'re thoughts please!
Quote:
Kana said:
...I dont neccesarily like the idea of having to go to 100 different threads to find 100 different things either...
|
I would agree with this if we could have the threads stuck to the top. I can�t stand the idea of having to flip �forum pages� just to find a thread on modding the AI which has slipped down due to lack of posting. Better than that may be one of those sub-forums like the SEIV or the SEV Scenerios and Mods. This though would take a dedicated person to police so we can avoid a poster coming in and asking advice on his/her dog fluffy who has fleas.
See what I�m saying?
__________________
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
|
October 29th, 2006, 12:17 PM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: You\'re thoughts please!
The thread you link to is a perfect example of what I am saying. I knew about the thread but where is it? Before posting this second reply I did a scan of the front page and it is nowhere to be found. This thread may be large and growing; however, at least it is always on the front and contains concentrated info!
__________________
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
|
October 29th, 2006, 03:03 PM
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
About TechAreas.txt and requirement
With my newly arrived SEV version I can at least make modding from theory to practice.
I'm been trying to modify the TechAreas.txt file, but I met my first problem.
What I would like to do is:
Tech A has 10 levels
Tech B has 30 levels, with the restriction that Level Tech A * 3 >= Level Tech B
Which means that you need to continuously research Tech A in order to be able to progress in Tech B.
I tried the following:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in A.
Requirement 1 Formula := Get_Empire_Tech_Level("A") * 3 >= [%level%]
It doesn't work at all, seems like [%level%] is not used in that part of the program.
Then I tried:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Astrophysics.
Requirement 2 Formula := Get_Empire_Tech_Level("A") * 3 > Get_Empire_Tech_Level("B")
Then it partially works. Indeed once reaching level 1 in Tech A and level 3 in Tech B, Tech B disappears from the list of researchable techs, with the percentage or research dedicated for it...(only clear all can get back this research to the main pool)
I would like the following:
When Tech B reach level 3, then it will still appear in the research list but be grayed out until Tech A reaches level 2. Also the research allocated to Tech B should go back to the pool.
Would you know a way to manage this (the ideal would be to use an equivalent of [%level%] variable) ?
|
October 29th, 2006, 03:06 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: You\'re thoughts please!
Quote:
President_Elect_Shang said:
I would agree with this if we could have the threads stuck to the top.
|
Maybe 1 sticky thread linking? There might be 20 or 30 threads if they are one per file...
|
October 29th, 2006, 04:48 PM
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: About TechAreas.txt and requirement
I just also tried that, but the Tech B is grayed out and never change:
Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0
Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := Get_Empire_Tech_Level("A") * 3
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in A.
Requirement 1 Formula := Get_Empire_Tech_Level("A") >= 1
|
October 29th, 2006, 08:20 PM
|
Corporal
|
|
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: About TechAreas.txt and requirement
Unless the game can accept a formula for Maximum Level I don't think you're going to be able to make it work exactly like you want. The tech disappearing does make sense, you can't see any tech that you can't research unless you have maxed it out. In this case, a requirement is not being met so it is not available.
|
October 30th, 2006, 01:45 AM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: You\'re thoughts please!
Quote:
Imperator Fyron said:
Maybe 1 sticky thread linking? There might be 20 or 30 threads if they are one per file...
|
Brilliant! One master sticky thread with one post per discussion; the single post is the link to that discussion. I can get on board with that!
You do realize that this thread would need to be read from front to back and split (or copied) to each respective category?
__________________
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
|
October 30th, 2006, 04:01 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: You\'re thoughts please!
Or we could just do it the traditional way.
Reask the question, and people post the answers in 5 minutes, spawning a thread of refinements to the original quick answer.
__________________
Things you want:
|
October 30th, 2006, 04:04 AM
|
Corporal
|
|
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: About TechAreas.txt and requirement
Finally I added the requirement to the component on the parent tech.
Every component needs Tech B >= level and Tech A * 3 > level, but it is harder for player to get it.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|