Temporal requirements...
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on August 8th, 2010, 7:17 pm
This is a semi-request and semi-technical talk thing.
I was wondering if it is possible to code in a code where ships or designs may become available just after a certain amount of time passes (like new designs or refits that come along as time goes on). This would sorta help emphasize the idea of real time passing by. And possibly also the idea of the empire around you advancing without you directly influencing it.
I was wondering if it is possible to code in a code where ships or designs may become available just after a certain amount of time passes (like new designs or refits that come along as time goes on). This would sorta help emphasize the idea of real time passing by. And possibly also the idea of the empire around you advancing without you directly influencing it.
posted on August 8th, 2010, 7:18 pm
I rather like this concept. Perhaps it could be a derivation of the rank system.
posted on August 8th, 2010, 7:26 pm
It would at least put an end to hyper-arty, sphere, cube, gen and sfc rush tactics 
I don't know if it would fit the FO gameplay in general but I do like the idea.

I don't know if it would fit the FO gameplay in general but I do like the idea.
posted on August 8th, 2010, 7:36 pm
already possible u just need to use
builditemXavailability = 40 were X is the build que item number this code allows a ship to be unavaliable (and hidden) and then when it becomes unavailable it rehides (you will also need a fleet cap that makes the obsolete version unavaliable replace weapons to make an item so the replace weapon so that the fleetcap has sumthing to stop it) sounds confusing but its doable
builditemXavailability = 40 were X is the build que item number this code allows a ship to be unavaliable (and hidden) and then when it becomes unavailable it rehides (you will also need a fleet cap that makes the obsolete version unavaliable replace weapons to make an item so the replace weapon so that the fleetcap has sumthing to stop it) sounds confusing but its doable
posted on August 9th, 2010, 1:15 am
Im not sure what blade is saying but if you just have a timed trigger on a replace weapon you should be able to do it.
posted on August 9th, 2010, 1:39 am
What blade means is that you can make a button be hidden until its research is complete. To add to that, you can make its required research on a replace delay, and have it added to the map say 5 minutes into a game, and suddonly, 5 minutes into the game a type of ship or station is buildable.
so a combination of your ideas would work.
so a combination of your ideas would work.
posted on August 9th, 2010, 12:58 pm
Blade wrote:already possible u just need to use
builditemXavailability = 40 were X is the build que item number this code allows a ship to be unavaliable (and hidden) and then when it becomes unavailable it rehides (you will also need a fleet cap that makes the obsolete version unavaliable replace weapons to make an item so the replace weapon so that the fleetcap has sumthing to stop it) sounds confusing but its doable
I've seen that code before. However I am unfamiliar with using it. I thought the exact purpose of it was to disable a certain construction once the cap is filled. I wouldn't have guessed it was a timer.
Though one question I want to ask is how do I make a certain ship available after the cap is filled on another? Like the Dominion Proto system. I think I was told before but I still couldn't understand it.
posted on August 9th, 2010, 6:08 pm
ur right its not a timer once a cap is filled then the ship button is hidden to make a ship availiable and fill a cap at the same time instead of adding the era ship to the cap u add the research thats needed for the next era fill the cap but attach the fleetcap to the previous era
posted on August 10th, 2010, 12:19 am
Blade wrote:ur right its not a timer once a cap is filled then the ship button is hidden to make a ship availiable and fill a cap at the same time instead of adding the era ship to the cap u add the research thats needed for the next era fill the cap but attach the fleetcap to the previous era
Ehhh...... As many times as I re-look over it I still can't make sense of it. Could you pm me step-by-step instructions and what defines which outcome?
Who is online
Users browsing this forum: No registered users and 2 guests