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12 years ago
Oct 8, 2012, 7:22:03 PM
I am not the best coder and so I would like some help with a bit of mine.



[CODE]
OperationType="Addition"

BinaryOperationType="Multiplication"

Right="$(CommandPoint)"

Left="100"

Path="ClassShip"/>[/CODE]



So I am trying to get Millitary Power Invasion to be based on the fleets CP multiplied by 100.



But I am not sure why It did not work.
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12 years ago
Oct 8, 2012, 8:01:19 PM
You must use

SimulationObjectPropertyBinaryModifierDescriptor

instead of

SimulationObjectPropertyModifierDescriptor

when using

BinaryOperationType.
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12 years ago
Oct 8, 2012, 8:14:02 PM
Humm, I am still not getting my ships to generate their own invasion strength.



Is there something wrong with the use of "$(CommandPoint)"
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12 years ago
Oct 8, 2012, 9:50:40 PM
You have Right standing before Left. In most examples I see it the other way around. Don't know if it makes a difference.
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12 years ago
Oct 8, 2012, 10:26:10 PM
I find it easier to attack complicated syntax in several easy steps. Maybe you already tried this and it worked. First, try simply adding a constant 100,000 to MP. Such a large number is impossible to miss when you try playing. Then try multiplying by constant zero. Etc. Usually when I do this, I recognize a silly mistake I have made.
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12 years ago
Oct 9, 2012, 1:13:59 AM
davea wrote:
I find it easier to attack complicated syntax in several easy steps. Maybe you already tried this and it worked. First, try simply adding a constant 100,000 to MP. Such a large number is impossible to miss when you try playing. Then try multiplying by constant zero. Etc. Usually when I do this, I recognize a silly mistake I have made.




I did that but to no avail, however this confirmed that what I was doing was wrong, so by looking as some other code I came up with this:



[CODE] [/CODE]



This does work! But In a way that makes no sense, so more testing is required.



Hell If I keep going I may even be able to achieve my suggestion "/#/endless-space/forum/28-game-design/thread/12509-new-invasion-model-works-same-as-befoe-but-now-looks-cooler" Which would be cool.
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12 years ago
Oct 9, 2012, 1:41:41 AM
Are there hidden values that affect Invasion power?

Because even when I have a ships invasion power equal 100 and had no multipliers in place, it still raises to numbers like 247 on small ships, and 603 for cruisers, even with a 70% boosting invasion mod the number should not be that high.
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12 years ago
Oct 9, 2012, 2:14:41 AM
Are you adding 100 to invasion power, in which case the ship's original invasion power is still there? As you know, some fraction of the ship's base MP is converted to invasion MP. If you use 100,000 you will definitely see if your value is applied.
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12 years ago
Oct 9, 2012, 2:52:22 AM
It is not, now I am confused. smiley: confused
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12 years ago
Oct 9, 2012, 3:44:39 AM
What you need to do is make it so that you are setting the value to X, not adding X to the base. If you can't do that the obvious way, try seing if you can use the current invasion power as an input to a subtraction modifier.
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12 years ago
Oct 9, 2012, 6:52:02 AM
Harel55 wrote:
What you need to do is make it so that you are setting the value to X, not adding X to the base. If you can't do that the obvious way, try seing if you can use the current invasion power as an input to a subtraction modifier.




So simple, yet it works.........kinda.



[CODE] [/CODE] And

[CODE] [/CODE]



Gave a 1CP ship 104 invasion power.....dunno why!



And a similar test with my cruiser with invasion boosting mod 70%, gave 350! from my predicted 340 that's not a bad margin of error!
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12 years ago
Oct 10, 2012, 8:30:36 PM
[CODE] [/CODE]



Is there a way I can apply this so it will effect every one of a players fleets in a system?



And does anybody know of a way to generate a negative rate of ownership on a system?
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12 years ago
Oct 10, 2012, 9:53:54 PM
The "scopes" where you can apply property modifiers are highly limited. For example, you cannot apply interception accuracy to an enemy fleet ("Tactician" ability is hard-coded), you cannot apply effects from ship modules to systems, etc. So the answer is "probably you can't". More details among these threads:

/#/endless-space/forum/37-modding/thread/15771-request-list-of-requested-features

/#/endless-space/forum/28-game-design/thread/11292-modding-function-compilation-wishlist
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12 years ago
Oct 11, 2012, 12:36:24 AM
That sucks, but I am certainly not going to give up.
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12 years ago
Oct 15, 2012, 5:28:45 PM
[CODE]









Igncom1

none

2012-08-25



















General



Gui/Thumbnail-01.jpg

Gui/Thumbnail-02.jpg

Gui/Thumbnail-03.jpg

Gui/Thumbnail-04.jpg

Gui/Thumbnail-05.jpg





Absolute Annihilation

Absolute Annihilation













Simulation/Achievement.xml

Simulation/NarrativeEvent.xml

Simulation/RandomEvent.xml





AI/BailiffDistrainee.xml





Simulation/Anomaly.xml





Simulation/BattleCard.xml





Simulation/BattleCard.xml





Simulation/BattleFormation.xml





Simulation/BattleSequence.xml





Simulation/PlanetColonization.xml

Simulation/PlanetImprovement.xml

Simulation/PlanetInfrastructure.xml

Simulation/StarSystemImprovement.xml





AI/DiplomaticAttitude.xml





AI/DiplomaticAttitudeModifier.xml





AI/DiplomaticBehavior.xml





Simulation/DiplomaticStatus.xml





Simulation/Faction.xml





Simulation/FactionColor.xml





Simulation/FactionTrait.xml





Simulation/FactionTrait.xml





Simulation/GameDifficulty.xml





Simulation/GameSpeed.xml





AI/DiplomaticAttitude.xml

AI/DiplomaticAttitudeModifier.xml

AI/Gui.xml

AI/Personality.xml

Simulation/BattleCard.xml

Simulation/CivilianModule.xml

Simulation/DefenseModule.xml

Simulation/DiplomaticStatus.xml

Simulation/EmpireImprovement.xml

Simulation/EmpireTraitDescriptor.xml

Simulation/Faction.xml

Simulation/FactionTrait.xml

Simulation/Gui.xml

Simulation/Hero.xml

Simulation/HeroAbility.xml

Simulation/HeroDescriptor.xml

Simulation/Hull.xml

Simulation/MoonDescriptor.xml

Simulation/PlanetColonization.xml

Simulation/PlanetImprovement.xml

Simulation/PlanetInfrastructure.xml

Simulation/RandomEvent.xml

Simulation/Resource.xml

Simulation/StarSystemImprovement.xml

Simulation/SupportModule.xml

Simulation/Unlock.xml

Simulation/WeaponModule.xml





Simulation/Hero.xml





Simulation/Hero.xml





Simulation/Hero.xml





Simulation/HeroAbility.xml





Simulation/Hull.xml





Simulation/EmpireImprovement.xml





Audio/LayeredMusic.xml





Simulation/WeaponModule.xml

Simulation/DefenseModule.xml

Simulation/SupportModule.xml

Simulation/CivilianModule.xml





AI/Personality.xml





AI/PirateDifficulty.xml





Simulation/RealizationEvent.xml





Simulation/RealizationShot.xml





Simulation/Resource.xml





AI/StarSystemAssignation.xml





Simulation/ShipAlteration.xml





Simulation/ShipDesign.xml

Simulation/CivilianShipDesign.xml





AI/ShipDesignTemplate.xml





Simulation/ShipLevel.xml





Simulation/BattleCardDescriptor.xml

Simulation/BattleDescriptor.xml

Simulation/EmpireDescriptor.xml

Simulation/EmpireTraitDescriptor.xml

Simulation/GameDifficultyDescriptor.xml

Simulation/GameSpeedDescriptor.xml

Simulation/HeroDescriptor.xml

Simulation/MoonDescriptor.xml

Simulation/PlanetDescriptor.xml

Simulation/PlanetInfrastructureDescriptor.xml

Simulation/RandomEventDescriptor.xml

Simulation/ShipDescriptor.xml

Simulation/StarSystemDescriptor.xml

Simulation/StarSystemImprovementDescriptor.xml

Simulation/SupportModuleDescriptor.xml





Simulation/Technology.xml

Simulation/TechnologyDiplomacy.xml

Simulation/TechnologyExpansion.xml

Simulation/TechnologySciences.xml

Simulation/TechnologyWarfare.xml





Simulation/Term.xml









[/CODE]



What about this makes my mod not work?



EDIT: I figured it out, never name you mod with a space in the name.
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