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General S&S Editor Questions - 5/13/2021 2:19:57 AM   
zgrssd

 

Posts: 3089
Joined: 6/9/2020
Status: online
Nice, the forum just started existing. Time to gather some questions.

My first question is:
In Lookup instructions, is there any way to provide the "Value to be parsed" via a variable?
I tried <LOOKUPTECHNAME=$ttOption1$> and <LOOKUPTECHNAME=[$ttOption1$]>, with "$ttOption1$ == 21" returning true - but all I got was "????" instead of "Solar Panels".

Edit: I would also need a way to do the same for a flag instruction, namly TECH.[$ttOption1$] and of course a Exe order - however I have very little worries regarding the Exe order, given that [REGIMEID] is already in use to hand in a variable.

< Message edited by zgrssd -- 5/13/2021 2:51:55 AM >
Post #: 1
RE: General S&S Editor Questions - 5/15/2021 4:46:01 PM   
eddieballgame

 

Posts: 616
Joined: 6/29/2011
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Just starting to look into the S&S Editor.
No idea what I am looking at, atm.
Following 'zgrssd' intently (as should the rest of you would be modders) to learn about this tool, generously given by 'Vic'.
One thing I tried, out of curiosity more than anything else,...I renamed the 'randomgame.se1' file to 'randomgame.se1evlib'.
This extension change allows the S&S Editor to load this file so one can have a look at what is going on.
It also works for 'save' files but not the 'masterfile.se1master' file. (tried different renaming sequences to no avail)

Not sure if this is already a known thing, but thought I would share for anyone interested.

(in reply to zgrssd)
Post #: 2
RE: General S&S Editor Questions - 5/17/2021 7:14:42 AM   
Vic


Posts: 8148
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: eddieballgame

Just starting to look into the S&S Editor.
No idea what I am looking at, atm.
Following 'zgrssd' intently (as should the rest of you would be modders) to learn about this tool, generously given by 'Vic'.
One thing I tried, out of curiosity more than anything else,...I renamed the 'randomgame.se1' file to 'randomgame.se1evlib'.
This extension change allows the S&S Editor to load this file so one can have a look at what is going on.
It also works for 'save' files but not the 'masterfile.se1master' file. (tried different renaming sequences to no avail)

Not sure if this is already a known thing, but thought I would share for anyone interested.



You don't have to do that. You can use the in-game debugger to inspect all the data tables present in the base game. And even better follow how some variables change with certain player actions.

Best wishes,
Vic


_____________________________

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics


(in reply to eddieballgame)
Post #: 3
RE: General S&S Editor Questions - 5/18/2021 5:29:12 PM   
eddieballgame

 

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Thank you, Vic.

(in reply to Vic)
Post #: 4
RE: General S&S Editor Questions - 5/21/2021 3:58:42 PM   
zgrssd

 

Posts: 3089
Joined: 6/9/2020
Status: online
quote:

In Lookup instructions, is there any way to provide the "Value to be parsed" via a variable?
I tried <LOOKUPTECHNAME=$ttOption1$> and <LOOKUPTECHNAME=[$ttOption1$]>, with "$ttOption1$ == 21" returning true - but all I got was "????" instead of "Solar Panels".

Edit: I would also need a way to do the same for a flag instruction, namly TECH.[$ttOption1$] and of course a Exe order - however I have very little worries regarding the Exe order, given that [REGIMEID] is already in use to hand in a variable.

Okay, I found something with the cult Decisions:
"TEMP1=REGKEY.cult1_policy; TEMP2=REGKEY.cult1_relation;"
"Our current policy towards them is '<LOOKUPCULTPOLICY=<TEMP1>>'."
So it looks like <FLAGNAME> is a accepted way to use a variable in a lookup call.

I no longer have any need to check if it works for Flag Instructions as well, however.

(in reply to zgrssd)
Post #: 5
RE: General S&S Editor Questions - 5/22/2021 8:49:27 AM   
Pymous


Posts: 133
Joined: 4/1/2010
Status: offline
Just a message to say thank you to zgrssdn, mroyer, Akrakorn, eddieballgame, and all you guys who are experimenting with the S&S editor. Can't wait to see your mods :D

< Message edited by Pymous -- 5/22/2021 8:50:42 AM >


_____________________________

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(in reply to zgrssd)
Post #: 6
RE: General S&S Editor Questions - 5/24/2021 7:23:10 AM   
Akrakorn

 

Posts: 100
Joined: 10/19/2020
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Vic, would it be possible to implement multiple "modify existing table" tables? Right now it's very hard to keep everything organized as you need multiple libraries even if the modifications are for one "mod"; for instance, modifying the AT model so they can have laser weaponry forces you to also modify the drawing helper table. Since there's also no mod override (only the last library will "apply" if they touch the same table), it encourages to keep all changes within one library.


(in reply to Pymous)
Post #: 7
RE: General S&S Editor Questions - 5/27/2021 5:38:53 PM   
Vic


Posts: 8148
Joined: 5/17/2004
Status: offline
Maybe it is easier to use a google sheets? and import the csv from the debugger there and then copy and paste the lines in question to the final table you'll import in the s&s editor.

It is possible to modify a zillion vanilla tables from just 1 'modify existing table'

I understand why you ask though.

best wishes,
Vic

_____________________________

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics


(in reply to Akrakorn)
Post #: 8
RE: General S&S Editor Questions - 7/14/2021 4:43:11 PM   
zgrssd

 

Posts: 3089
Joined: 6/9/2020
Status: online
Has anybody found any fomrula or data for Population growth?

(in reply to Vic)
Post #: 9
RE: General S&S Editor Questions - 7/14/2021 7:09:17 PM   
Clux


Posts: 402
Joined: 9/16/2018
From: Mexico
Status: offline

quote:

ORIGINAL: zgrssd

Has anybody found any fomrula or data for Population growth?


S1man from the discord server decopiled the formula and its something like this:

quote:

float growth = 0.2;
growth += growth * fertility / 100.0; // can be negative

growth += 0.2 * zone.health / 100.0;
growth += 0.2 * (100 - zone.culture) / 100.0;

popChange = zone.pop * growth / 100.0;

// maygicc starts, note that zone pop is measured in hundreds
extraPopIncreaseChance = zone.pop * growth - fertility * 100;
if (random(0, 100) <= extraPopIncreaseChance)
    popChnage++;

zone.pop += popChange;


Hope you find it useful :)

_____________________________

Amateurs talk about strategy. Professionals talk about logistics!

(in reply to zgrssd)
Post #: 10
RE: General S&S Editor Questions - 7/14/2021 7:12:27 PM   
zgrssd

 

Posts: 3089
Joined: 6/9/2020
Status: online

quote:

ORIGINAL: Clux


quote:

ORIGINAL: zgrssd

Has anybody found any fomrula or data for Population growth?


S1man from the discord server decopiled the formula and its something like this:

quote:

float growth = 0.2;
growth += growth * fertility / 100.0; // can be negative

growth += 0.2 * zone.health / 100.0;
growth += 0.2 * (100 - zone.culture) / 100.0;

popChange = zone.pop * growth / 100.0;

// maygicc starts, note that zone pop is measured in hundreds
extraPopIncreaseChance = zone.pop * growth - fertility * 100;
if (random(0, 100) <= extraPopIncreaseChance)
    popChnage++;

zone.pop += popChange;


Hope you find it useful :)

It definiely helps, thanks.

(in reply to Clux)
Post #: 11
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