.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: IV & V > SEV Modders Knowledge Base

Reply
 
Thread Tools Display Modes
  #1  
Old September 18th, 2006, 08:12 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 Modding SEV Thread Questions

Might as well start asking questions, and getting answers, so that we can easily start putting together the mods that will make SEV a great game. I ask that you bold your question, normal type any other explanation or text, and if you have an answer please Quote the Bold, and then Italics your answer.

Thanks...
Reply With Quote
  #2  
Old September 18th, 2006, 08:14 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: Modding SEV Thread Questions

Can you pick different models for each level increase in a ship class?

This would facilitate the improvement and upgrade of certain vessel classes. A Frigate from WW1 is completely different from a Frigate of modern times. Or another example would be like the progression of a the Enterprise in Star Trek, from the TV version to the Movie version.
Reply With Quote
  #3  
Old September 18th, 2006, 08:33 PM

Jarena Jarena is offline
Private
 
Join Date: Aug 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
Jarena is on a distinguished road
Default Re: Modding SEV Thread Questions

Kana: I don't want to think about how much work that would take to make a complete shipset. Even if it is possible, I don't think you'd find much support.
My question:

Can you impliment action-specific experience types?

I was looking through experience types earlier, and noticed a lot of different catagories. This may be a well-documented feature I've just missed, but I think it would be cool if, say, after n kt of damage towards a planet, a ship gains a "seige experience" modifier. Or picks up "green/experienced/veteran Sniper" after n# successful beam hits.
Something like that.
Reply With Quote
  #4  
Old September 18th, 2006, 09:20 PM

jowe01 jowe01 is offline
Corporal
 
Join Date: Sep 2000
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
jowe01 is on a distinguished road
Default Scale factors for building prices and maintenance?

Are there any overarching scaling factors for building prices and maintenance somewhere in the text files?
In SE4, I always found that the price of ships was much too low compared to their maintenance cost(or maintenance too high comp. to building cost), meaning that it did not sufficiently hurt to loose a ship. Basically, every 4 turns you paid the building price again through maintenance cost. Why bother to bring back a damaged ship to repair, when during the time you drag it to a shipyard, you spend more resources than it would take to build a whole new ship?
Therefore, I approximately doubled the building cost and time for all hulls and components and halfed maintenance cost. However, while cutting maintenance in half was very easily done in the SE4 text files, doubling production cost requires touching every single hull and component - several hours of work each time a major patch came out.

In SE5, is there a general scaling parameter for production cost, too?
Reply With Quote
  #5  
Old September 18th, 2006, 09:46 PM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Scale factors for building prices and maintenance?

Is there a master list of all abilities/restrictions for SEV like SEIV's Abilities.txt file?
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #6  
Old September 19th, 2006, 01:32 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Scale factors for building prices and maintenance?

Quote:
bearclaw said:
Is there a master list of all abilities/restrictions for SEV like SEIV's Abilities.txt file?
I saw references to one in some of the data files, so its probably safe to say that one exists but is excluded from the demo.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #7  
Old September 18th, 2006, 09:53 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Scale factors for building prices and maintena

jowe01:
You know, with a simple python script, you could double all costs in SE4 in a matter of seconds. See attached file. You will need Python 2.4 installed to run it.

For SE5, it would have to be a little more complex to handle formulas, but that will be easy enough to do.

Of course, it will indiscriminately double unit component costs as it is, but there are a lot of components that can be used on ships, satellites, and drones in stock.
Attached Files
File Type: zip 446877-double_components_costs.zip (795 Bytes, 980 views)
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #8  
Old September 19th, 2006, 02:40 AM

jowe01 jowe01 is offline
Corporal
 
Join Date: Sep 2000
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
jowe01 is on a distinguished road
Default Re: Scale factors for building prices and maintena

Thanks Fyron. Now Python is completely new for me (actually I have not written a program or a macro in 20 years). Where can I get it? Any good newbie documentation you know of?
Reply With Quote
  #9  
Old September 18th, 2006, 09:48 PM

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: Modding SEV Thread Questions

Quote:
Kana said:
Can you pick different models for each level increase in a ship class?

This would facilitate the improvement and upgrade of certain vessel classes. A Frigate from WW1 is completely different from a Frigate of modern times. Or another example would be like the progression of a the Enterprise in Star Trek, from the TV version to the Movie version.
Can't be done.

You could however make new ship classes available, but you'd have a very cluttered ship design screen.
__________________
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
  #10  
Old September 18th, 2006, 10:30 PM
Noble713's Avatar

Noble713 Noble713 is offline
Sergeant
 
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
Noble713 is on a distinguished road
Default Re: Modding SEV Thread Questions

Can anyone decifer the weapon damage and range formulas?

I'm referring to stuff like this:

Weapon Space Min Damage Modifier Formula := (5 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(30, (([%Level%] - 1) * 20) + 10), 10000, 0)

I'll try to explain my understanding, taking it piece by piece:
(5 + (([%Level%] - 1) * 2)) Gives a damage rate based on the level of the component.

Min(30, (([%Level%] - 1) * 20) + 10) Compares a number to the value of a function based on the weapon level and returns the lower of the two?

- iif([%Range%] > ..... ,10000, 0) If the range is greater than the value returned above, return 1st number. Otherwise return the 2nd number?


Geesh. I think I'm going to need Excel graphs to tweak damage formulas for my mods.
__________________
Hail Caesar!

L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
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 06:51 AM.


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