Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Special components question

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Special components question Page: [1]
Login
Message << Older Topic   Newer Topic >>
Special components question - 6/1/2014 3:02:03 PM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline
I am probably being dumb, but what does this entry in the modding guide mean?

quote:


'Special Component: -1 = None, 0 or greater = ComponentId of special component. Be careful not to set a special component to a race that is also required by other races


Does it mean that a particular Special Component can only be assigned to one race? Or something else? I can't find any elaboration on this.

Help please!

< Message edited by Solarius Scorch -- 6/1/2014 4:02:39 PM >


_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
Post #: 1
RE: Special components question - 6/1/2014 3:14:05 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline

quote:

ORIGINAL: Solarius Scorch

I am probably being dumb, but what does this entry in the modding guide mean?

quote:


'Special Component: -1 = None, 0 or greater = ComponentId of special component. Be careful not to set a special component to a race that is also required by other races


Does it mean that a particular Special Component can only be assigned to one race? Or something else? I can't find any elaboration on this.

Help please!


It means to be careful when assigning special components to a race, it does not mean that only one race can use it, any race can use the component.

I thought and asked the same thing myself when I first saw it during testing

Darkspire

_____________________________


(in reply to Solarius Scorch)
Post #: 2
RE: Special components question - 6/1/2014 4:23:54 PM   
Fenrisfil

 

Posts: 216
Joined: 6/2/2013
Status: offline
Indeed, it caused much confusion with all of us I think.

Basically, just remember that only races assigned that component will have access to it and when starting at lower tech levels that will also block all research paths that require that technology.

Best example I can think of would be if you decided to make the cloak unique, if you simply set it to unique that will block off all high end sensors for everyone that doesn't have it as their racial tech. You can still make the cloak unique, but you will need to re-arrange the research paths to make high level sensors available without cloaking technology.

Similar issues could occur for gravity weapons, AE weapons or any of the mid level energy techs (where there are multiple choices but all are needed to get the high level versions).

If your making new unique components though, you're unlikely to hit this kind of snag.



< Message edited by Fenrisfil -- 6/1/2014 5:25:59 PM >

(in reply to Darkspire)
Post #: 3
RE: Special components question - 6/1/2014 7:19:41 PM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline
Ah, so it/s not a technical limitation, so that you wouldn't break you own tech tree.

Thanks a lot!

_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to Fenrisfil)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Special components question Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.797