ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
So would you need two object modifiers then to do the FIDS per pop? One that multiplies by FIDS, then the next one that divides by pop?
[CODE]
OperationType="Division"
BinaryOperationType="Multiplication"
Right="$(LuxuryFIDSBonusMultiplier)"
Left="$(Population)"
Path="ClassStarSystem"/>[/CODE]
I just tried out a flat +10 approval per pop as a hero ability and while the trait changed correctly, it doesn't look like that game actually applied the bonus modifier to my system...
FML - hero now applies the effect per pop perfectly with that one line
oh and not adding a '/' before a '>' breaks the game horribly but still lets it load up...
[code]
[/code]
Now does anyone know if there is some value used to measure total FIDS a system produces? I need a value that represents the total industry/science/food(money?) that a system produces...
how did that chinese phrase went: "1 stupid person asks more than 10 wise persons can answer"
Lets start with your original question:
Why does cloning use an extra seven lines? Couldn't it have been simplied down to...
Because it doesn't affect to Terran, Jungle or Ocean planets.
Enterpreneurs affects to every planet
Minister of Propaganda affects to system.
LuxuryFIDS - any idea what this is?
It's apperantly factor used to calculate how many luxury items you have which affects to your FIDS production. I wondered week about whether it's worthy to play with that and sadly it's not.
Basically how game counts those are:
But still you have to make similar task for each FIDS like you would have to do without that.
Basically it's valuable if you want to add more luxury resources later.
how did that chinese phrase went: "1 stupid person asks more than 10 wise persons can answer"
I know you probably didn't mean it the way you made it seem, I wouldn't call someone stupid and refer to yourself as the wiser when attempting to help... just saying.
I went looking for the quote, but found this instead
He who asks is a fool for five minutes, but he who does not ask remains a fool forever. Chinese Proverb
But yup I figured out the cloning question, the more I look at the code the more sense it makes, still frustrating when I don't know what to look for. So Hupailija, you're not aware of anything that combines Industry, Food, Science and Money into one value? ie Industry 20000, Food 18000, Science 12000 and Money 500 for a FIDS of 50500
ThorTillas wrote: But you can do it by simply add a property on the "ClassStarSystemDescriptor" and the upcoming modifiers to add each FIMS.
Um, "simply"? Can you give an example of adding a new property? What sorts of information can be used to add a property? For example, can we setup a property which tells the population cap of a system, so we know whether farm buildings are needed?
I'm wanting to apply a bonus / deficit effect based on FIDS divided by population of system. For Example approval rating bonus depends on FIDS per population
How often are the properties updated? For example, in #4 above, "BindOnSource="false" turns out to be very critical. Which properties are computed once at game load? Which properties are updated dynamically? What happens if I accidentally build a loop out of two variables, such as "a = b * c" and "b = a * d"?
Is there a list of the built-in properties? I would love to have one which says "if system is under invasion" so I would know to build defenses, and one which says "if system is on front line" (any string path leaving the system goes to neutral/enemy system) so I would know to build sensor/influence range buildings.
I'm rather pumped about all this dev activity on the modding forums, hope you guys keep lurking cause I have lots of more ideas that I'll be attempting as time permits. Can't wait for loose file support, this character counting is really killing my modding inspiration. I'll attempt what you described when I arrive home tonight
iblise wrote: I'm rather pumped about all this rev activity on the modding forums, hope you guys keep lurking cause I have lots of more ideas that I'll be attempting as time permits. Can't wait for loos file support, this character counting is really killing my modding inspiration. I'll attempt what you described when I arrive home tonight
Thank you
Oh hey Iblise is the loos files support going to be implemented? I'm a little on again off again myself. I get bursts of motivation and then get deflated when I forget a space.
Haha, idk about 'loos' file support, but supposedly there is talk about 'loose' file support. No word when though unfortunately. Problem with posting on my phone is that spelling errors sneak through all too easily.
iblise wrote: Haha, idk about 'loos' file support, but supposedly there is talk about 'loose' file support. No word when though unfortunately. Problem with posting on my phone is that spelling errors sneak through all too easily.
Haha well i'm at work I guess that's my mistake as I made the same error... Thanks for the follow up.
davea wrote: How often are the properties updated? For example, in #4 above, "BindOnSource="false" turns out to be very critical. Which properties are computed once at game load? Which properties are updated dynamically? What happens if I accidentally build a loop out of two variables, such as "a = b * c" and "b = a * d"?
Is there a list of the built-in properties? I would love to have one which says "if system is under invasion" so I would know to build defenses, and one which says "if system is on front line" (any string path leaving the system goes to neutral/enemy system) so I would know to build sensor/influence range buildings.
All properties are updated many times per turns.
In fact, when you change your empire approval for example, we will update the whole empire. This is why this can lag a little at that time.
You must be careful with cyclic reference between properties. I have implemented (far far ago) a protection again this kind of "infinite loop" which don't apply the last instruction.
So your second instruction will not be applied normally... but I never warn you about... so you won't be aware of it...
The BindOnSource attribute must be set to "true" when you have a descriptor applied on the hero which target a star system property and use star system property.
Example :
BindOnSource=false : an hero ability add "Hero wit property value" on "star system science". ->
[CODE][/CODE]
BindOnSource=true : an hero ability add "star system food" on "star system industry". -> [CODE][/CODE]
There is no list of properties for the moment.
Plus, the system or empire or any object state could be represented by descriptors or properties.
For example, the "Is system under blocus" is represented by a "StarSystemStatusBlocus" descriptor.
You will be able to check it in the "star system improvement ai Prerequiste" with this line :
[CODE]
$(ClassStarSystem, StarSystemStatusBlocus)
[/CODE]
There is no property nor descriptor to describe the invasion status nor the front line proximity... for now at least.
ThorTillas wrote: The BindOnSource attribute must be set to "true" when you have a descriptor applied on the hero which target a star system property and use star system property.
I don't understand. Are you saying that BindOnSource=false is used "if and only if" the descriptor refers to a hero stat?
There is no list of properties for the moment. ... For example, the "Is system under blocus" is represented by a "StarSystemStatusBlocus" descriptor.
Thanks for the info. I suppose we will have to ask these questions at random until we "strike gold" like this. It will save time for both of us if you can create a list of the properties.
davea wrote: I don't understand. Are you saying that BindOnSource=false is used "if and only if" the descriptor refers to a hero stat?
Nope, I just taken the hero as an example. You can use the BindOnSource on every modifiers.
We have create this attribute because, by default, a modifier will use the source properties in the "Value" and sometimes you want to modify the target object property with some of his properties.
Like in the example where your hero want to modify the Star System industry with a part of the food.
davea wrote: Thanks for the info. I suppose we will have to ask these questions at random until we "strike gold" like this. It will save time for both of us if you can create a list of the properties.
Yes I agree... I will try to see with Loic if he will have some time to spend in that...
We try to create some "user friendly" name but, yeah, we are french guys and ... not always easy to find a short and understandable name when your designer change his mind every two days ^^
Perhaps we need to start a thread which will resume all "objects", "properties", "descriptors", etc... this can be useful for both you and our designer guys ^^...
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