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  #381  
Old November 15th, 2006, 05:40 PM
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Default Re: Unit Launch options

Gee what a thought! Who in their right mind would want to create generational components?
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  #382  
Old November 15th, 2006, 05:53 PM
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Default Re: Unit Launch options

You can�t make components obsolete right now!
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  #383  
Old November 15th, 2006, 06:31 PM

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Default Re: Unit Launch options

Yes you can, once the bug about requirements checking during design is fixed.

If you checked requirements on a ship, during a game, your Ion Engine ship could stop dead just because you had CT engines available to build..
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  #384  
Old November 15th, 2006, 06:43 PM

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Default Re: Unit Launch options

Quote:
President_Elect_Shang said:
You can�t make components obsolete right now!
you can by simply add a "Get_empire_tech_level("toto") <= 5" requirement.
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  #385  
Old November 15th, 2006, 06:53 PM

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Default Re: Unit Launch options

Nope. That isn't checked except on savegame load.
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  #386  
Old November 15th, 2006, 08:19 PM
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Default Re: Unit Launch options

Or you can do it the way I am. Build an entire Mod based on generational tech. Test it by saving then reloading the game for needed updates and tweaking. And THEN proclaim to Phoenix-D and CPT Kwok that it is all working fine and THEY are wrong generational does work!

Wait� that really happened!

Sorry guys, I still feel bad about that one.
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  #387  
Old November 15th, 2006, 10:29 PM

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Default Re: Unit Launch options

As I recall I'm the one that suggested the idea in the first place without testing it properly, so..
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  #388  
Old November 16th, 2006, 03:11 AM

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Default Re: Unit Launch options

Quote:
President_Elect_Shang said:
Build an entire Mod based on generational tech.
Can you explain (again?) what you mean by "generational tech" ? I haven't seen anything new here so I might have missed your point.
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  #389  
Old November 16th, 2006, 01:01 PM
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Default Re: Unit Launch options

This is essentially SE4 style tech were you can phase out one component in favor of another after meeting certain requirements. For example let�s say you start the game with Ion Engines and after reaching tech level 3 in area A and tech level 5 in area B the Ion Engine is removed from the components list and replaced by the Nuclear Engine. As it stands now you can design both those components and set the requirements to phase the one out when the other is developed. The problem is that SE5 is only checking the Components.txt file when the game is loaded, so using the above example the Ion Engine will stay in the components list with the Nuclear Engine until you the player quits SE5. When you start it back up the Ion Engine will be removed and only the Nuclear Engine will be available. The foundation of my mod rests on generational components. If this is not fixed by Aaron I am doomed. And it would hurt even more because I have been trying to create this mod since pre-Gold SE4 days.
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  #390  
Old November 16th, 2006, 02:50 PM

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Default Re: Unit Launch options

However if I undertand correctly, you can still make the Ion Engine unusable once the Nuclear Engine is available, even if it is still appearing in the list.

Is that so different from what you expect ? It seems to be just a display glitch, isn't it ?
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