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.
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.
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.
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.
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.
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.
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!
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:
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