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  #11  
Old September 25th, 2006, 09:00 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Also fun and simple is the component-based crew requirements:

- Add "AI Tag 02" ability to all components. Amount 1 = the nessesary crew to operate
- Add "AI Tag 02" ability to the crew quarters. Amount 1 = NEGATIVE the amount of crew supplied.
- Ship requirements are that:
a) AI Tag 02 ability 1 is less than or equal to zero. (Otherwise "Insufficient crew")
b) Lifesupport ability amount >= crew quarters ability amount.

Note:
This does make ship design take a little longer, since you don't know exactly how much crew you'll need until you're done, but it is pretty cool.
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  #12  
Old October 1st, 2006, 11:01 AM
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Default Re: SE5 - Mod Out LCX as Early Warship

I lost it already ............
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  #13  
Old October 1st, 2006, 11:08 AM

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Default Re: SE5 - Mod Out LCX as Early Warship

That will really open up alot of possibilities. I like the crew mod too, techs could reduce the amount of crew it takes to operate a component... or even add robotic crews etc.

Could we then have said crew have modifiers on each component?
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  #14  
Old October 1st, 2006, 11:21 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

I will miss the days of simply editing text files. Now I need to learn phython. And some said this would be easier to mod. Well, maybe some one will create a gui editor to help those with out a programming background.
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  #15  
Old October 1st, 2006, 11:25 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

You don't actually need Python, Fyron just likes to get fancy. Everthing in that post can be done by hand by editing the files, it just takes a bit longer.
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  #16  
Old October 1st, 2006, 11:31 PM
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Default Re: SE5 - Mod Out LCX as Early Warship

Well, maybe a wiki guide will be created to help better explain how to code this. I just don't get the formulas. I'm sure they are good I just need a tutorial.
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  #17  
Old October 1st, 2006, 11:44 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

The formulas are easier if you break them down. They're a MESS by default because they have to be crammed onto one line.

A simple one:
Cost Minerals Formula :=
4000 + (([%Level%] - 1) * 40)

The cost starts out at 4000.

%Level% is a variable, it kicks out whatever the component's current level is. Then this subtracts 1 from that and multiplies the result by 40.
In other words- it increases the cost by 40 per level.

The weapons are a bit more complicated. Here's the anti-proton beam.

(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)

Breaking it down, this part:
(20 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 1.67)
sets the damage.

(20 + (([%Level%] - 1) * 5)
works the same way as the cost function above.

- (([%Range%] / 10) * 1.67)
%Range% is another variable- the current range. This part divides it by 10, then multiples the result by 1.67. So for every 10 units of range, the beam loses 1.67 points of damage.

Now comes the weird part.
iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)

Ok, what this is is a really convulted way of limited the maximum range.
iif is an if/then statement. What this says is:

IF the range is greater than X, subject 10000 from the damage. If the range is NOT greater than 90, do nothing.

X is defined by the Min(90, (([%Level%] - 1) statement. Min is Minimum. So it takes either 90 or ten times the level minus 1, whichever is LESS, and caps the range at that.

There will apparently be a full list of variables and such with the full game; I imagine the wiki will get more forumla information then. As long as you can keep your ( math straight it isn't complicated, just a bit tedius to puzzle through.
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  #18  
Old October 2nd, 2006, 12:00 AM
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Default Re: SE5 - Mod Out LCX as Early Warship

Phoenix-D said:
You don't actually need Python, Fyron just likes to get fancy. Everthing in that post can be done by hand by editing the files, it just takes a bit longer.


Making the same repetitive change to 100s of entries is exactly why we got the single entry families. Why not take it a step further? hehehe. I even wrote a script to generate the next version of FQM for SE5.
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  #19  
Old October 2nd, 2006, 12:51 AM
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Default Re: SE5 - Mod Out LCX as Early Warship

thorfrog said:
Well, maybe a wiki guide will be created to help better explain how to code this.


Good idea. I've created a basic framework for SE5 modding in the wiki. People should fill it in as they go along, with whatever they learn about each file.

http://wiki.spaceempires.net/index.p...ials_%28SEV%29
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  #20  
Old October 8th, 2006, 04:39 PM

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Default Re: SE5 - Mod Out LCX as Early Warship

On the actual requirement:
Requirement 8 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("AI Tag 01", 1) <= 10

What's the , 1 after "AI Tag 01" for? I don't see it in any other requirement.
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