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Evaporator didnt work
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Rubens
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 Post Posted: Thu Feb 16, 2006 9:14 pm    Post subject: Evaporator didnt work
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I hope "spacetrace" can read this now he is online.

This is really weird

The syntax of an evap:
1. fights
(battle engine syntax: f)
2. if this ships LP or AP are increased or decreased it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
battlemessage: "evaporator destroys ... ships"
(battle engine syntax: trigger_plus@kill,enemy,1,this,all,evaporator destroys)
3. trigger_destroy it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
battlemessage: "evaporator destroys ... ships"
(battle engine syntax: trigger_destroy@kill,enemy,1,this,all,evaporator destroys)


My subbattle:


your class 1 vs enemy class 3: V ^
you:
1 commando-fighter
45 evaporator
enemy:
1 dominator
5 plasma gunship

43 evaporator vs 1 plasma gunship
1 commando fighter gives double firepower to 14 ships
1 commando-fighter vs 1 plasma gunship

1 dominator jams 2 ships

losses:
you :
1 commando-fighter
enemy :
-
score in this subbattle: -10
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spacetrace
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 Post Posted: Thu Feb 16, 2006 10:07 pm    Post subject:
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evaporator does not work with commando figher

guess why
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Rubens
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 Post Posted: Fri Feb 17, 2006 1:14 am    Post subject:
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Well can you put it at the manual?

Of course it says "some ships and buildings etc" but if you dont say which one it dosnt have sense.

From what i know a sporator does works and the commando fighter does the same but just modifies the AP...
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spacetrace
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 Post Posted: Fri Feb 17, 2006 4:52 pm    Post subject:
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it is obviously visible in the decription of the evaporator you posted...
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Connor McCloud
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 Post Posted: Fri Feb 17, 2006 6:37 pm    Post subject:
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Strange the evap is triggerd by the sporator wich gives him 1 lp so if a CF gives him double AP it should be triggerd also ? ?

Greetz Connor
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spacetrace
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 Post Posted: Fri Feb 17, 2006 6:52 pm    Post subject:
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ok , here is the solution:

it would if it would have a
trigger_multiply

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Connor McCloud
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 Post Posted: Fri Feb 17, 2006 7:30 pm    Post subject:
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Sporator --> ap/lp 0/+1
Comando fighter --> ap/lp 2/1

Whats the difference ? ? ?
Sorry if it sounds stupid but I don't get it

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spacetrace
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 Post Posted: Fri Feb 17, 2006 7:52 pm    Post subject:
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the commando fighter multiplies the ap.

it makes out of a 35/1 kamikaze a 70/1 kamikaze
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Rubens
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 Post Posted: Fri Feb 17, 2006 8:23 pm    Post subject:
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spacetrace wrote:
the commando fighter multiplies the ap.

it makes out of a 35/1 kamikaze a 70/1 kamikaze


Syntax of the CF

battle details:multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
battlemessage: "commando fighter gives double firepower to ... ships"
(battle engine syntax: mod,self,all,1,all,*,2,1,commando fighter gives double firepower to)
multiplies AP/LP by 0/0 of all commando-fighters in your own fleet in class 1
battlemessage: "commando-fighter destroys ... ships"
(battle engine syntax: mod,self,all,1,commando-fighter,*,0,0,commando-fighter destroys)
self destructs!
(battle engine syntax: sd)


Sintax of a sporator

battle details:modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 1
battlemessage: "sporator is modifying all class 1 ships: ... ships"
(battle engine syntax: mod,both,all,1,all,+,0,1,sporator is modifying all class 1 ships: )
modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 2
battlemessage: "sporator is modifying all class 2 ships: ... ships"
(battle engine syntax: mod,both,all,2,all,+,0,1,sporator is modifying all class 2 ships: )
modifies AP/LP by 0/-1100 of all sporators in your own fleet in the same class
battlemessage: "sporator destroys ... ships"
(battle engine syntax: mod,self,all,this,sporator,+,0,-1100,sporator destroys )
self destructs!
(battle engine syntax: sd)

First. The trouble is not at the sporator triger. It says triger_destroy and it dosnt matter in my battle.

As we can see a CF MULTIPLIES both power of the evap and a sporator MODIFIES directly the evap. So spacetrace is righ at the point, but the CF and the sporator have 3 letters in comun in which i think there is a bug. Both says at their description "MOD" those 3 letters arent an abreviation of "modifies"? If so it would mean that both ships modifies the evap so the evap should work. If not i would like to know what the hell means "MOD"?!?!
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spacetrace
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 Post Posted: Fri Feb 17, 2006 10:09 pm    Post subject:
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when we invented the triggers we deided to make them as elaborated as possible.

destroy is one effect, adding something to lp or ap is another, mulipliying something is another effect.

for each effect there is a trigger:

trigger_plus, trigger_destroy , trigger_multiply

the commando fighter does a multiply-effect, the sporator a plus-effect

the evaporator is sensible for plus effects , but not for multiply effects

that's it
...................
more triggers... trigger_jam , trigger_kill, trigger_obliterate, trigger_hit, trigger_destruct ... etc.
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Rubens
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 Post Posted: Fri Feb 17, 2006 10:23 pm    Post subject:
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spacetrace wrote:
when we invented the triggers we deided to make them as elaborated as possible.

destroy is one effect, adding something to lp or ap is another, mulipliying something is another effect.

for each effect there is a trigger:

trigger_plus, trigger_destroy , trigger_multiply

the commando fighter does a multiply-effect, the sporator a plus-effect

the evaporator is sensible for plus effects , but not for multiply effects

that's it
...................
more triggers... trigger_jam , trigger_kill, trigger_obliterate, trigger_hit, trigger_destruct ... etc.


Ok i understand there is no bug. You can move this topic to newbie help or FAQ so the ppl can now a little more.

But i still have 2 questions. What does the "MOD" means?
Which ships have a triger_multiply?...I just want to know...
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spacetrace
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 Post Posted: Fri Feb 17, 2006 10:27 pm    Post subject:
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there is no ship with a trigger multiply yet. you should invent one as far as i know there is only one ship that multiplies something (the comm-fighter)

there are still some trigger which can be used for cool ship, for example the destruct_trigger(if ship gets destroyed)

the mod command is .. like a historical artifact. it was programmed in the first weeks iof spacetrace developement. it is a shortcut for "modifiying lp or ap values" .it does plus , and multiply as you saw already...


mod,self,all,1,all,*,2,1,commando fighte...

mod,both,all,1,all,+,0,1,sporator is modifying a...
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Rubens
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 Post Posted: Fri Feb 17, 2006 11:00 pm    Post subject:
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Quote:
there is no ship with a trigger multiply yet. you should invent one as far as i know there is only one ship that multiplies something (the comm-fighter)


As i thought The last feature is that i need credits to invent ships, so why would I spend credits inventing a useless ship? I mean, the comando just multiplies his own fleet.
Then i will have to invent ships that multiplies other ships or maybe we can eliminate the * thing and change the comando syntax hehehehe

Quote:
the mod command is .. like a historical artifact. it was programmed in the first weeks iof spacetrace developement. it is a shortcut for "modifiying lp or ap values" .it does plus , and multiply as you saw already...


So its quite a missunderstuding. As we know at the syntax it works almost perfect but there are some things that i think arent right.

Are we agree that a Comm fighter modifies a ship? If so, why wouldnt the evap work if at some part of the syntax it says "IF IT GETS MODIFIES" and then just work the trigger_...

BTW thx for the aclarations

PD: You have free time this weekend or vacations or what? Till when will we have you day by day online?
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spacetrace
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 Post Posted: Fri Feb 17, 2006 11:46 pm    Post subject:
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Rubens wrote:
Quote:
there is no ship with a trigger multiply yet. you should invent one as far as i know there is only one ship that multiplies something (the comm-fighter)


As i thought The last feature is that i need credits to invent ships, so why would I spend credits inventing a useless ship? I mean, the comando just multiplies his own fleet.
Then i will have to invent ships that multiplies other ships or maybe we can eliminate the * thing and change the comando syntax hehehehe

So its quite a missunderstuding. As we know at the syntax it works almost perfect but there are some things that i think arent right.

here is the syntax...

if ($yourstack[$yourclass_counter][$yourshoot_counter]["AP"]>0 and $active_player=="self" and $enemystack[$enemyclass_counter][$yourtarget_counter]["id"]["id"]!="" ){
dump_text("self_active",$tecstack[$yourstack[$yourclass_counter][$yourshoot_counter]["id"]]["id"].",".
$tecstack[$enemystack[$enemyclass_counter][$yourtarget_counter]["id"]]["id"].",".sprintf("%05.0f",$yourtarget_counter));
dump_text("enemy_passiv",$tecstack[$yourstack[$yourclass_counter][$yourshoot_counter]["id"]]["id"].",".
$tecstack[$enemystack[$enemyclass_counter][$yourtarget_counter]["id"]]["id"].",".sprintf("%05.0f",$yourtarget_counter));
$enemystack[$enemyclass_counter][$yourtarget_counter]["LP"] -= $yourstack[$yourclass_counter][$yourshoot_counter]["AP"];
if ( strstr($tecstack[$enemystack[$enemyclass_counter][$yourtarget_counter]["id"]]["modifier"],"trigger_hit")){
$buffer=explode("@",($tecstack[$enemystack[$enemyclass_counter][$yourtarget_counter]["id"]]["modifier"]));
$enemy_trigger_event.=$enemyclass_counter."@".$yourtarget_counter."@".$buffer[1]."|";
}

everything seems to be right ... just kidding...

Quote:

Are we agree that a Comm fighter modifies a ship? If so, why wouldnt the evap work if at some part of the syntax it says "IF IT GETS MODIFIES" and then just work the trigger_...

you mean adding a trigger_multiply to the com-fighter ? sorry, can't do that

Quote:

BTW thx for the aclarations

PD: You have free time this weekend or vacations or what? Till when will we have you day by day online?


just preparing the new round modus... much work to do
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Rubens
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 Post Posted: Sat Feb 18, 2006 12:12 am    Post subject:
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What a bad joke....


No i am not suggesting anything! If a comando MODIFIES a ship the evap should attack because the evap has a triger_plus but his syntax also says "IF IT GETS MODIFIES"


Well nice you just admited it. Its a new style of round, but the point is there ROUNDS BACK:D.

Next point. LESS BUgs( see the 2 topics below)
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Renee Davis
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 Post Posted: Sat Feb 18, 2006 1:03 am    Post subject: LOL, it make sense ;)
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It also explains why the intruder will trigger an evap as well since it uses a +1 add modifier to the c1's ap
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Rubens
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 Post Posted: Sat Feb 18, 2006 1:10 am    Post subject:
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Plz, Spacetrace, can you explain this then?

At 1 side the syntax of the defensive says it destroys, but it destroys multiplicating just as the comando fighter does so why does the evap destroy the DA in this battle?

Syntax of the DA:
battle details:multiplies AP and LP by 0/0 of 50 ships of any ship-type in the enemy fleet in class 1 but some ships are immune against destruction
battlemessage: "defensive array defends in class 1: ... ships"
(battle engine syntax: destroy,enemy,50,1,all,defensive array defends in class 1
multiplies AP and LP by 0/0 of 10 ships of any ship-type in the enemy fleet in class 2 but some ships are immune against destruction
battlemessage: "defensive array defends in class 2: ... ships"
(battle engine syntax: destroy,enemy,10,2,all,defensive array defends in class 2
multiplies AP and LP by 0/0 of 1 ship of any ship-type in the enemy fleet in class 3 but some ships are immune against destruction
battlemessage: "defensive array defends in class 3: ... ships"
(battle engine syntax: destroy,enemy,1,3,all,defensive array defends in class 3

THE SUBBATTLE

our class 1 vs enemy class 4: V ^
you:
70 fighters
8 emp-fighters
1 fighter escort
7 evaporator
enemy:
1 shipyard
1 research center
1 defensive array

32 fighters vs 1 shipyard
1 evaporator destroys 1 ship
1 evaporator vs 1 shipyard
1 fighter vs 1 defensive array

1 defensive array defends in class 3: 1 ship
1 defensive array defends in class 1: 50 ships

losses:
you :
38 fighters
1 cruiser
5 emp-fighters
1 fighter escort
6 evaporator
enemy :
1 defensive array
score in this subbattle: -177

My own conclusion is that the battle syntax is ok but the battle details are wrong. Or can you explain that? SOmebody?
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Rubens
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 Post Posted: Sat Feb 18, 2006 1:18 am    Post subject:
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BTW there is a ship with triger multiply, the It of the traveller...What for? Who knows...

Thx Renee that helps too.

Here the syntax of the intruder. We understand the difference between multiplicating and adding right? But if all ships are modifing(As a word and as part of the syntax) those evaps why the commando fighter dosnt works?

1. fights
(battle engine syntax: f)
2. modifies AP/LP by +1/0 of 2 ships of any ship-type in your own fleet in class 1
battlemessage: "intruder affected ... ships"
(battle engine syntax: mod,self,2,1,all,+,1,0,intruder affected)


ALL THOSE SHIPS HAVE "MOD" ON THEIR SYNTAX. As Spacetrace said it means modifies which, of course, means plus. So the commando is not just multiplicating its "plusing, its adding" the trigger_plus" should work too.
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spacetrace
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 Post Posted: Sat Feb 18, 2006 12:42 pm    Post subject:
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Rubens wrote:
Plz, Spacetrace, can you explain this then?

At 1 side the syntax of the defensive says it destroys, but it destroys multiplicating just as the comando fighter does so why does the evap destroy the DA in this battle?

our class 1 vs enemy class 4: V ^
you:
70 fighters
8 emp-fighters
1 fighter escort
7 evaporator
enemy:
1 shipyard
1 research center
1 defensive array

32 fighters vs 1 shipyard
1 evaporator destroys 1 ship
1 evaporator vs 1 shipyard
1 fighter vs 1 defensive array

1 defensive array defends in class 3: 1 ship
1 defensive array defends in class 1: 50 ships

My own conclusion is that the battle syntax is ok but the battle details are wrong. Or can you explain that? SOmebody?


everything is fine and clear here: the defensive array has a destroy effect, the evaporator has the fitting trigger (battle engine syntax: trigger_destroy@kill,enemy,1,this,all,evaporator destroys ) but cannot destroy basic buildings. but it can destroy the DA , because the DA has no protection against destruction.
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Rubens
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 Post Posted: Sat Feb 18, 2006 4:53 pm    Post subject:

I know that! I said that before

What i am saying is that the evap says

"IF IT FU.KING GET MODIFIED IT DESTROY A SHIP IN THE ENEMY FLEET(-5000 to the ship etc)"

And the commando fighter AS YOU SAID! isnt plusing at the syntax but it MODIFIES A SHIP AT ONE PART OF THE SYNTAX. As the DA, the intruder, and the sporator the commando fighter IS PLUSING(Adding) because at ITS SYNTAX SAYS "MOD=PLUS"!!
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