Seperation Idea

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posted on May 23rd, 2009, 11:51 pm
FO3 have fleet caps which can limit how many types of that type of thing can be built and there is a code that can make ships use more than one slot in this fleet cap
*my question is if i made a cap for the prometheus but set:
-the main ship as 3 slots
-each section as 1 slot
-do u think this would limit the prometheus accuratly

note galaxy could be done in a simula way but instead of three slots it uses 2
posted on May 24th, 2009, 1:42 am
Or even four separate "___ cap"s, one for each section and the last for the complete ship.

They'd have to be invisible too - not in the tooltip, although simply not including the relevent line is actually less work :P

So yeah, possible... I'm not sure how many different fleetcaps you can safely/easily have though. It must be a few, as there's "repair ships", "Special Stations", "Veterans", etc...
posted on May 24th, 2009, 3:20 am
i think there is a file called all unique cap (maybe)
posted on May 24th, 2009, 6:47 am
Last edited by Atlantis on May 24th, 2009, 6:55 am, edited 1 time in total.
New file: all_cap_prometheus.odf

Code: Select all
fleetcapclass0 = "fed_prometheus"
fleetcapclass0capvalue = 3
fleetcapclass1 = "fed_prometheus_partA"
fleetcapclass2 = "fed_prometheus_partB"
fleetcapclass3 = "fed_prometheus_partC"
maxcap = 3


Add to fed_prometheus.odf, fed_prometheus_partA.odf, fed_prometheus_partB.odf, fed_prometheus_partC.odf

Code: Select all
fleetcapfile = "all_cap_prometheus.odf"


----

exodus_499 wrote:So yeah, possible... I'm not sure how many different fleetcaps you can safely/easily have though. It must be a few, as there's "repair ships", "Special Stations", "Veterans", etc...


Actually, as far as I can see there's no real limit as such, the dev team just put the ships together like that to keep it simple (as they are all the same type and limit, why not?)
posted on May 24th, 2009, 7:49 am
i dnt think the prometheus wud need it anyway just the seperation button and pos section (could be wrong so needs testing i'll do that to night so keep watchin)
posted on May 24th, 2009, 5:27 pm
Well no, it doesn't need a cap, but if you only want there to ever be one Prometheus...
posted on May 24th, 2009, 6:13 pm
well powerfull ships in fo tend to be limited and one problem with limiting the prometheus was that if u use the MVAM u'd b able to build another prometheus my idea was to limit the prometheus even if seperated
posted on May 24th, 2009, 6:47 pm
well good news the idea works but a little bit trickier than thought. for some reason if the max amount of prometheuses were built then seperation was not possible so this is corrected by the seperation weapon creating a prometheus that was not subject to the limit then the auto use command to seperate the into the sections. (and vis versa for the intergration)
posted on May 24th, 2009, 7:27 pm
Last edited by Atlantis on May 24th, 2009, 7:32 pm, edited 1 time in total.
Blade wrote:well powerfull ships in fo tend to be limited and one problem with limiting the prometheus was that if u use the MVAM u'd b able to build another prometheus my idea was to limit the prometheus even if seperated


It seems you're not sure what you want. First you say you want a cap file, then when I say how to do it, you say you don't need it, then you say you do, then... make your mind up!

Perhaps I should have clarified, my previous post meant "Well no, it doesn't need a cap, but if you only want there to ever be one Prometheus, you do need a cap"

And that is what my suggested cap codes would do. You wouldn't be able to build another one.

Anyway, to make them work, there is a line you can put into the replaceweapon:

replacementignorefleetcap = 1

Much simpler than making another ship file for it.
posted on May 24th, 2009, 8:12 pm
Uh-huh... Yessss, that seems to work :)

But I think this prevents you from using it as a warp-in vessel :/
The warp-in ships are decided using a "random" (because they aren't quite) selection process, which means you could get two in a row, or even more than one at once depending on how you've done it.
But if you alread have a promethius, I reckon that the second would just remain unselectable (inselectable? antiselectable? :lol:) rather than not appearing at all. And that would not be aesthetically pleasing.
posted on May 24th, 2009, 8:25 pm
Thanks, now I have to report a bug with Warp-In.

Seriously, I'm not being sarcastic.

And, isn't this what personal modding is for
posted on May 24th, 2009, 9:54 pm
I was thinking "Then why didn't I say that?!", but this pretty muc is personal modding... Unless it was actually meant as a feature request, it is in this area after all...
posted on May 24th, 2009, 10:00 pm
i dnt think the prometheus wud need it anyway just the seperation button and pos section (could be wrong so needs testing i'll do that to night so keep watchin)


I ment that I dnt think the prometheus.odf needs the fleetcap command to make it become limited just as long as its in the seperation weapon file.

using the unique fleetcap weapon would work if you only want one but if you want the limit to be say 3 then its a bit more complex (and i didnt know about the ignore fleetcap command)
posted on May 25th, 2009, 7:09 am
Last edited by Atlantis on May 25th, 2009, 7:12 am, edited 1 time in total.
Actually, strangely, I think warp-in DOES obey the laws of fleetcap (but I'm not sure). That's why, when you've used up your warp-in limit, you can't warp in any more. I'd test that before reporting it.

Think about it. The warp-in-limit-cost isn't calculated beforehand, it's in the odf code on a ship-per-ship basis. If the game waited until it knew which ship was the random choice before seeing it's "price", it would be too late to say "actually, you've already used up your 10 slots". Instead, I think it looks beforehand, and chooses a random one from the AVAILABLE options. If so, it's a lot cleverer than we thought.

But, like I said, I don't know, I've not tested this theory yet (but if it's true, I'll certainly be implementing it into my B5 "warp-in" units!).

Blade wrote:using the unique fleetcap weapon would work if you only want one but if you want the limit to be say 3 then its a bit more complex (and i didnt know about the ignore fleetcap command)


Actually no, using the code I supplied before, it would be very simple. Just change

Code: Select all
maxcap = 3


to

Code: Select all
maxcap = 9


(each separated unit is worth 9, each complete ship is worth 3, so 3x3 or 9x1 or any combination between, is 9).
posted on May 25th, 2009, 1:41 pm
Atlantis wrote:(each separated unit is worth 9, each complete ship is worth 3, so 3x3 or 9x1 or any combination between, is 9).

I think you need to switch the 3 and the 9 here
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