ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I'm trying to restrict the use of a slot on a ship based on the level of the ship. In other words, in this example, I want to allow the player to see and use this slot if the ship is level 2 or higher.
I think your problem is that you're trying to check something that doesn't exist and it breaks things in the game ^^
Ship designs are abstract and are just blueprints for ships, thus they don't have levels. What would happen if you had 3 Raider but one was level 1, the other was level 2 and the last one level3?
If I have a minute today, I can try applying your XML to my local version and tell you what error message it returns, if it may help you.
Cheers,
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Unfortunately I don't think this is something you can do purely in XML.
You issue is that you're trying to edit an individual ship's design while the system is built around editing a blueprint for all ships built from this blueprint.
What you want to do requires some work you can't do in XML (nor in C# since users can't touch the game's code)
Sorry :/
Updated 8 years ago.
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I hear what you're saying. When you double click on a ship and change it's config, how does the game apply that? It seems to clone the existing config and then modify it. I wonder if there is some interim configuration that it applies?
If you double click on a ship to change its design two things may happen:
Either your ship is rocking the latest design and you will be able to edit the design (blueprint) to a new revision
Or your ship is still on an old revision of the design and it will be opened in a Read-Only mode that reads the ship configuration without letting you edit it (but will give you a button to edit the latest version fo the design)
In any case, you will end up editing the blueprint's latest version and never a ship itself.
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Hero ships are special cases and even though heroes of the same class share the same hull, their designs are independant. However I don't know the details of how this is handled :/
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Yeah, I'm trying to think of a way to validate a tech/descriptor once a ship has hit a certain level, but I can't get at the live ship, just the blueprint for the ship.
Late reply, but you may want to look into the SimulationDescriptors, particularly something like SimulationDescriptors[EmpireImprovements].xml. Look down towards the file about half way, that's where a lot of the "Stage" (level) stuff is handled I believe, you may be able to do something out of that.
Agreed, but the problem is that I want it to occur for the individual ship, not all ships, if that makes sense. In other words, when you create an Empire Improvement, then every ship built that checks for that prerequisite from that point forward will have it flagged as true.
What I'm trying to do is check for a prerequisite based on a property of the ship. I've got some ideas on how to do it, I just need a hunk of time to test out my theories (and maybe learn how to do quests).
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