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Schakar

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Jun 14, 2016
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Hi, I allready asked at "quick questions" and other threads but as I don't want to hijack them I now start an seperat thread.

Dev Divine allread answared partial to my problem
As seen in the "common\static_modifiers\" folder you can create new modifiers as a compilation of hard-coded "primitive" modifiers. But apart from that you cannot create your own modifiers. The hard-coded "primitive" modifiers are however to some extent generated to cover new additions to "game-classes" such as ship_sizes, research_categories or anomaly_categories.

The "@" syntax seen in the top of some script files and the compilation of triggers or effects in the "common\scripted_triggers\" and "common\scripted_effects\" folder is essentially the "#define" functionality we have and is quite useful but has some limitations.

As for the weapon_component.csv file it might be one of those files where we need to look into so that we might extend that file in some way without overwriting the original file which is done in some special cases for better mod-compatability (namely the on_action file and the define file has some special functionality here).


What I want to do: create a repeateble tech which increase strike craft speed by 5%

Where I started: copy&past the existing strike craft attack speed / damage tech ;)

inside the 00_eng_tech_repeatbele.txt I found:
tech_repeatable_weapon_type_strike_craft_fire_damage = {
...
...
...
modifier = {
weapon_type_strike_craft_weapon_damage_mult = 0.05
}
}
with several placed inside ../localisation/ for the UI-texts.

So I tryed:
- weapon_strike_craft_weapon_speed_mult .... nop :(
- weapon_strike_craft_speed_mult ... nop :(
- strike_craft_speed_mult ... nop :(
- ship_speed_mult ... well, it does work but speeds up ALL ships *g*. Funny but not my goal.

I belive I tryed all (except the real one for sure) combinations of:
weapon + ship + strike craft + speed + component + entity + sublight + mult
I can think about.

I even tryed to modifiy the defines.lua by adding
- NDefines.NGameplay.STRIKE_CRAFT_COMPONENT_SPEED_MULT = 5
to use it with
strike_craft_component_speed_mult = 0.05

Please, anyone an idear how to get in touch with the strike_craft_speed and the other values inside
00_strike_craft.txt -> strike_craft_component_template {} ? :(
 
Strike crafts aren't implemented to derive their speed from modifiers at the moment. I'll try to look into if it's feasible to fix that later on.
 
:) Thanks for the info.

If you have the time please take MISSILES in the same strike ;). There is allready a "00_weapon_missile.txt" with "@missile_speed=5".
A "ship_strike_craft_VALUE" could be simmilar to a "weapon_missile_VALUE" with:
"ship_strike_craft_VALUE" could be:
ship_strike_craft_sublight_speed
ship_strike_craft_combat_speed
ship_strike_craft_armor
ship_strike_craft_weapon_accurecy
- and so on ;)

while "weapon_missile" could be nearly the same where "_weapon" might be handled like a 0.01 range warhead with "on_action_missile_weapon_activation ( event (explode) )" which then has "missile_weapon_armor_penetration" (weapon == the warhead "weapon") for example. (I belive the missile we see flying through space could be a very basic super-mini-ship-type or just another form of strike_craft with missile.model and strike_craft_combat_type_SUIZIDE *g*).

hmm, so many idears. How about joining them at all and then creat:
strike_craft_fighter {
strike_craft_model = fighter
strike_craft_combat_behavior = fighter
}
strike_craft_bomber {
strike_craft_model = bomber
strike_craft_combat_behavior = bomber
}
strike_craft_missile {
strike_craft_model = missile
strike_craft_combat_behavior = missile
}


PS: way easier for you : a way for us modder to access the values inside 00_whatever.txt variables via
@00_whatever.txt
created_modifier name { this.variable }

I'm exited to wait for the next (next next next 1.5 maybe *g*) patchnotes ;).
 
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