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7 years ago
Sep 29, 2018, 1:29:37 AM

Is there a way to search a specific subforum? It assumes I'm searching for each term seperately, even when using "", and there's no option to search modding subforum only.


To change free movement to half the efficiency it is right now, should I go to (Simulation Descriptor Empire Improvement) and change the values from 0.4 to 0.2?


Do citadel/system shields protect fleets orbiting that node, or is it purely the population/infrastruture? Where can I look at the code for system shields? They don't seem to appear in "SimulationDescriptors[StarSystemImprovement]"


To make Citadel defenses absolute (i.e. prevent double tap or X taps) vs Obliterator attacks, should I change ""HasObliteratorDefense"" to 2 in SimulationDescriptors[Citadel_DLC2]?


How would one activate/deactivate specific technologies?

Updated 7 years ago.
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7 years ago
Oct 2, 2018, 8:08:53 AM

Hey NewAgeOfPower!


Is there a way to search a specific subforum?

I don't know how to use the forum, I only check unread posts here, oops.


To change free movement to half the efficiency it is right now, should I go to (Simulation Descriptor Empire Improvement) and change the values from 0.4 to 0.2?

The value of FreeMovementSpeed on ships is what defines how fast a ship can move without using lanes. You can find all the places where it is targeted by a modifier (EmpireImprovements, HeroSkills, and a Lumeris module) and change the value.

Do citadel/system shields protect fleets orbiting that node, or is it purely the population/infrastruture?

If a system's property HasObliteratorSuperDefense is >= 1, nothing will be destroyed except the shield improvement (or any building whose property ObliterationImprovementWeight is equal to 100).

If HasObliteratorDefense is >= 1, populations and improvements will be destroyed, and orbiting fleets will lose EnemyShipHealthLostOnObliteration% (defined on attacker empire, 50% in vanilla) of their health.

If none of the above properties is >= 1, everything will be destroyed.

To make Citadel defenses absolute (i.e. prevent double tap or X taps) vs Obliterator attacks, should I change ""HasObliteratorDefense"" to 2 in SimulationDescriptors[Citadel_DLC2]?

Unfortunately, the shield is destroyed and its effects no longer apply after the first shot hits. It means you cannot affect the system after it gets hit once, except using a quest or something.

How would one activate/deactivate specific technologies?

You can override the technologies and add a prerequisite like this : "<InterpreterPrerequisite Flags="DisabledByMyMod">false</InterpreterPrerequisite>".

The technology will be greyed out and display the message "%FailureDisabledByMyModDescription", which you can use in the Localization to display a proper message.

If you want the technology to be completely hidden, replace this flag by "Discard", and it won't show up anymore!

Updated 7 years ago.
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7 years ago
Oct 2, 2018, 8:33:39 PM
MonAmiral wrote:

Hey NewAgeOfPower!

To make Citadel defenses absolute (i.e. prevent double tap or X taps) vs Obliterator attacks, should I change ""HasObliteratorDefense"" to 2 in SimulationDescriptors[Citadel_DLC2]?

Unfortunately, the shield is destroyed and its effects no longer apply after the first shot hits. It means you cannot affect the system after it gets hit once, except using a quest or something.


EDIT: So adding "HasObliteratorSuperDefense" to Citadels would allow them to survive any amount of Obliterator hits?


Where do I add prerequisites? SimulationDescriptors[Technology__], TechnologyLinkDefinitions, SimulationDescriptors[Research]?

Updated 7 years ago.
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7 years ago
Oct 8, 2018, 10:46:01 AM

I think that yes, if the Citadel says it always has the super shield, it will always only destroy the shield star system improvement (if there is one) but nothing else!


You need to modify the TechnologyDefinitions, located in ConstructibleElement_Science[*].xml, these files are weirdly named because of our code architecture...

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