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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sun Aug 25, 2002 12:34 pm Post subject: |
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Quote: | 'create'
the ship creates one or more other ships (like missiles, battle drones but could also create fighters or like that) and these ships appear in the specified class, (self always means: in your fleet, enemy is clear or both) |
Do you have to invent the created ship, too? How do you for example create missiles? |
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administrator Board Admin
Joined: 05 Dec 2001 Posts: 184
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Posted: Sun Aug 25, 2002 1:30 pm Post subject: |
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you are right, you must invent the projectile first, also with attack- and LP.
(that`s why it is so complicated for us to calculate a manpower automatically with the "calc" button) |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sun Aug 25, 2002 6:18 pm Post subject: |
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And how do you make a ship destroy itself? For example the kamikaze?
[ This Message was edited by: Lord Philemon on 2002-08-25 19:20 ] |
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spacetrace Board Admin
Joined: 24 Dec 2001 Posts: 1624
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Posted: Sun Aug 25, 2002 7:09 pm Post subject: |
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it is a short command:
sd
(selfdestruction) |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sun Aug 25, 2002 8:00 pm Post subject: |
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ok thanks |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sun Aug 25, 2002 8:04 pm Post subject: |
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there was some discussion in this post too:
how about custom ships
the triggered effects are added for example like this:
f|trigger_jam@mod,enemy,2,this,all,+,0,-1100
this ship would destroy two enemy ships if it gets jammed
there are some more triggers:
trigger_jam if this ship is jammed
trigger_rec if this ship is reconstructed
trigger_plus if this ships LP or AP are increased or decreased
trigger_blast if this ship is hit by a blast-ship
trigger_hit if this ship is hit
trigger_destruction if this ship gets destroyed
trigger_multiply if this ships LP or AP get multiplied |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sat Aug 31, 2002 10:54 am Post subject: |
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Quote: | Lord Philemon
1st Rear Admiral
Mitglied seit: Mar 12, 2002
Beiträge: 244
Wohnort: Germany
Erstellt am: 2002-08-31 11:52
multiplies AP/LP by 0/0 of all ships of any ship-type in both fleets in class 1
(battle engine syntax: mod,both,all,1,all,*,0,0)
Does this mean the ships are reconstructable?
btw: I like the "see battle details" function in the manual
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yes they are
( i moved your topic here in the right topic ) |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sat Aug 31, 2002 10:57 am Post subject: |
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I see.
(Just wondered where the topic went...) |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sun Sep 15, 2002 12:25 pm Post subject: |
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there was another question from Lord Philamon:
Quote: | I looked at the battle syntaxes of the i-prom and got this:
after the fight of class 1 it shuffles all ships in your class 2 that still did not fight
(battle engine syntax: event,1,shuffle,self,2)
What does that mean? |
shuffle means, that the ships that did not shoot jet are organized in a new random order.
this is important for some ships:
ships, that generate other ships put them directly after the ship (or at the start of class 2), so the new ship shoots next (for example the warcruiser creates a torpedo and the torpedo shoots next, coz it will not be shuffled.)
but the mine deployer needs it coz otherwise all mines would be in one row and all just destroy eachother.
the l-prom has shuffle because otherwise it would only increase the firepower the first two ships in class 2 on and on.
[ This Message was edited by: admin on 2002-09-15 13:31 ]
[ This Message was edited by: admin on 2002-09-15 13:34 ] |
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spacetrace Board Admin
Joined: 24 Dec 2001 Posts: 1624
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Posted: Sun Sep 15, 2002 1:08 pm Post subject: |
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shuffle should be clear now
but there is another command: event,x
if event is standing prefix, the following command will not executed immedeatly.
it will be executed after the whole class battle x
for example, the mine deployer don't need to shuffle every time it deploys a mine, it is only needed after the class 1 battle is resolved.
but in the case of the l-prom this is an error, it need to shuffle it every time, or only the first two ships will be upgraded all the time.
we fixed that, thx |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Thu Oct 31, 2002 7:51 pm Post subject: |
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there is a new feature in the ship constructor:
you can construct the modifyer of the ship now with a compfortable constructor where you can see all possibilities in the battle-engine.
check your research screen
(only available, if you researched at least 15 researches) |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Thu Oct 31, 2002 7:54 pm Post subject: |
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these are new options in the battle syntax
Quote: | destroy - battle effect, weakest destruction effect, destroyed ships have 0 LP and can be reconstructed
kill - battle effect, second weakest destruction effect, killed ships cannot be reconstructed, but some ships or buildings are kill-resistent
obliterate - battle effect, most effective destruction effect, nearly no ship can stand that
repair - battle effect, some ships can repair the vessel that is actually under fire
restart - battle effect, some ships can force your ships to restart the subbattle, that way a lot of ships can shoot twice
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also there are new triggered events:
trigger_repair - if a ship gets repaired
trigger_0_destroy - if a ship tries to desroye it nothing happens
trigger_0_kill - if a ship tries to kill it nothing happens
trigger_0_obli - if a ship tries to obliterate it nothing happens
trigger_0_rec - not reconstructable
trigger_-_jam - if the ship is jammed, the initiative will not come back to the enemy
[ This Message was edited by: admin on 2002-10-31 19:58 ] |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Fri Nov 01, 2002 6:29 pm Post subject: |
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now the construction screen is complete.
all triggered effects are added now |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sat Nov 23, 2002 3:08 pm Post subject: |
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Cool
How about adding them to the example sections? |
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limsky 1st Rear Admiral
Joined: 21 Aug 2002 Posts: 275
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Posted: Sat Nov 23, 2002 5:43 pm Post subject: |
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Which part of the manual shows the battle engine format of each ship and building? |
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limsky 1st Rear Admiral
Joined: 21 Aug 2002 Posts: 275
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Posted: Sat Nov 23, 2002 5:55 pm Post subject: |
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Sorry phase the question wrongly. Some ship does not have battle syntax.
Where to find what "other" races can research on certain ship e.g. Mantis -- could not find it in the manual. |
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Lord Philemon Vice Admiral
Joined: 12 Mar 2002 Posts: 556 Location: Germany
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Posted: Sun Nov 24, 2002 3:37 am Post subject: |
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If you want to see the battle syntaxes of the ships (btw: all ships have syntaxes) you have to go to "ships" in the manual. Then click on the shipname from which you want to know the syntax and on "view battle details" in the second window. |
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Sat Feb 01, 2003 5:06 pm Post subject: |
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Here's a pretty cool building I came up with. Here's the full text:
if there are no more corrections needed
press ´request´ to start the research
this would be the research:
Research: name: improved clone labs
description: human advances in the studies of the clone labs found on izzur-duuf have shown that the humans¸ inferior physical structure can be artificially grown more efficiently than the other species. while the communal mind needed for the original clone labs is still required, the advances allow for a total of a 30% increase in the population growth, while the extra manpower needed remains the same.
researchtime: 2 h
needed technology: clone labs
type: ship
scanradius: 0
speed: 0
races: humans
class: 1
warp: 0
modifier:
AP: 0
LP: 0
manpower: 1
buildingtime: 2 h
picture:
the translation of the modifier is:
battle engine syntax:
LMK if a) I got the name of the Clone Labs planet right, b) there's any way that this can get into the game, or c) if I need to change anything. Thanks!
[ This Message was edited by: admin on 2003-02-03 13:49 ] |
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Metody I The Evil Admiral
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
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Posted: Sun Feb 02, 2003 8:47 am Post subject: |
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Is there a trigger for being hit by a certain ship, like:
trigger_hit_by(fighter) or something like that? or
trigger_hit_by_class(3)?
and can there be two triggers used - for example if the ship is hit by a shock-wave and after that destroyed by a normal attack, then kill a cruiser /for example/? So it kills the cruiser only if it's hit and destroyed, not if it's hit or destroyed?
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