Scrubbing the radiation

cpt.tripps.2012

Warlord
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>
 
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.
 
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.
 
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.
 
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>
 
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