1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Scrubbing the radiation

Discussion in 'Civ4 - Star Trek Mod' started by cpt.tripps.2012, Jun 2, 2012.

  1. cpt.tripps.2012

    cpt.tripps.2012 Chieftain

    Joined:
    May 25, 2012
    Messages:
    176
    So I added some XML script to allow the Exocomp units to scrub the radiation, but in trials, it says it will take over 2 million turns to scrub the radiation. Any Ideas?

    Code:
    <BuildInfo>
    			<Type>BUILD_SCRUB_FALLOUT</Type>
    			<Description>TXT_KEY_BUILD_SCRUBIT</Description>
    			<Help/>
    			<PrereqTech>NONE</PrereqTech>
    			<iTime>300</iTime>
    			<iCost>25</iCost>
    			<bKill>0</bKill>
    			<ImprovementType>NONE</ImprovementType>
    			<RouteType>NONE</RouteType>
    			<EntityEvent>ENTITY_EVENT_IRRIGATE</EntityEvent>
    			<FeatureStructs>
    				<FeatureStruct>
    					<FeatureType>FEATURE_FALLOUT</FeatureType>
    					<PrereqTech>NONE</PrereqTech>
    					<iTime>300</iTime>
    					<iProduction>0</iProduction>
    					<bRemove>1</bRemove>
    				</FeatureStruct>
    			</FeatureStructs>
    			<HotKey>KB_S</HotKey>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>1</iHotKeyPriority>
    			<Button>,Art/Interface/Buttons/Builds/BuildScrubFallout.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,2,8</Button>
    		</BuildInfo>
     
  2. deanej

    deanej Chieftain

    Joined:
    Apr 8, 2006
    Messages:
    4,859
    Location:
    New York State
    I remember there was some bug in BtS that caused builds to give a time very long (I think 2^8 - 1, the size of the largest regular int in 32-bit C++) but I don't remember the details. It also might also relate to the damage caused by radiation; non-combat ships function a little weird in it but if the game thinks the unit will be killed before it completes it may do something like that.
     
  3. cpt.tripps.2012

    cpt.tripps.2012 Chieftain

    Joined:
    May 25, 2012
    Messages:
    176
    hmm...

    I did make the exocomps immune to the radiation, So I doubt it is that. I wonder about that bug. I'll keep looking, thanks.
     
  4. PsiCorps

    PsiCorps FF: Babylon 5 mod team

    Joined:
    Dec 30, 2007
    Messages:
    1,424
    Location:
    Britain
    Please let me know if you get this unit to work, I've been thinking about a similar unit for the B5 mod we are working on.

    Have you tried giving the unit a combat value so there is something for the radiation to damage but making the unit -100 % defence against all combat vessels?

    Edit:-
    I've added my own version of a Radiation Scrubber to the B5 Mod which is basically a construction ship that can enter a radiation feature and can only perform the clean up radiation function. The unit is destroyed before it completes the task but a second unit completes what the first one started in one turn. What I would like to do in our Mod is have a Radiation Shielding Promotion that the Radiation Cleaner can have that reduces the amount of damage done by the feature giving the unit a little more chance of completing the clean up before it is destroyed. Unfortunately none of the Promotions give this function. I could add the always heal function but then it would heal when moving outside of a radiation tile which I wouldn't want it to do. So it's either make the unt immune as you have done or add the Always heal function. If you have any ideas that offer a different approach I'm willing to explore them.
     
  5. cpt.tripps.2012

    cpt.tripps.2012 Chieftain

    Joined:
    May 25, 2012
    Messages:
    176
    MetaPhasic Shields:

    Spoiler :
    Code:
    <PromotionInfo>
    			<Type>PROMOTION_METASHIELD</Type>
    			<Description>TXT_KEY_PROMOTION_METASHIELD</Description>
    			<Sound>AS2D_IF_LEVELUP</Sound>
    			<LayerAnimationPath>NONE</LayerAnimationPath>
    			<PromotionPrereq>PROMOTION_WOODSMAN3</PromotionPrereq>
    			<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
    			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
    			<TechPrereq>TECH_EXOCOMP</TechPrereq>
    			<StateReligionPrereq>NONE</StateReligionPrereq>
    			<bLeader>0</bLeader>
    			<bBlitz>0</bBlitz>
    			<bAmphib>0</bAmphib>
    			<bRiver>0</bRiver>
    			<bEnemyRoute>0</bEnemyRoute>
    			<bAlwaysHeal>0</bAlwaysHeal>
    			<bHillsDoubleMove>0</bHillsDoubleMove>
    			<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
    			<iVisibilityChange>0</iVisibilityChange>
    			<iMovesChange>0</iMovesChange>
    			<iMoveDiscountChange>0</iMoveDiscountChange>
    			<iAirRangeChange>0</iAirRangeChange>
    			<iInterceptChange>0</iInterceptChange>
    			<iEvasionChange>0</iEvasionChange>
    			<iWithdrawalChange>0</iWithdrawalChange>
    			<iCargoChange>0</iCargoChange>
    			<iCollateralDamageChange>0</iCollateralDamageChange>
    			<iBombardRateChange>0</iBombardRateChange>
    			<iFirstStrikesChange>0</iFirstStrikesChange>
    			<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
    			<iEnemyHealChange>0</iEnemyHealChange>
    			<iNeutralHealChange>0</iNeutralHealChange>
    			<iFriendlyHealChange>0</iFriendlyHealChange>
    			<iSameTileHealChange>0</iSameTileHealChange>
    			<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
    			<iCombatPercent>0</iCombatPercent>
    			<iCityAttack>0</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<iKamikazePercent>0</iKamikazePercent>
    			<iRevoltProtection>0</iRevoltProtection>
    			<iCollateralDamageProtection>0</iCollateralDamageProtection>
    			<iPillageChange>0</iPillageChange>
    			<iUpgradeDiscount>0</iUpgradeDiscount>
    			<iExperiencePercent>0</iExperiencePercent>
    			<TerrainAttacks/>
    			<TerrainDefenses/>
    			<FeatureAttacks/>
    			<FeatureDefenses>
    				<FeatureDefense>
    					<FeatureType>FEATURE_FALLOUT</FeatureType>
    					<iFeatureDefense>99</iFeatureDefense>
    				</FeatureDefense>
    				<FeatureDefense>
    					<FeatureType>FEATURE_JUNGLE</FeatureType>
    					<iFeatureDefense>99</iFeatureDefense>
    				</FeatureDefense>
    			</FeatureDefenses>
    			<UnitCombatMods/>
    			<DomainMods/>
    			<TerrainDoubleMoves/>
    			<FeatureDoubleMoves/>
    			<UnitCombats>
    				<UnitCombat>
    					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
    					<bUnitCombat>1</bUnitCombat>
    				</UnitCombat>
    				<UnitCombat>
    					<UnitCombatType>UNITCOMBAT_LIGHT</UnitCombatType>
    					<bUnitCombat>1</bUnitCombat>
    				</UnitCombat>
    				<UnitCombat>
    					<UnitCombatType>UNITCOMBAT_HEAVY</UnitCombatType>
    					<bUnitCombat>1</bUnitCombat>
    				</UnitCombat>
    			</UnitCombats>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<Button>,Art/Interface/Buttons/Promotions/Woodsman1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,6,6</Button>
    		</PromotionInfo>
     

Share This Page