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Pocus
Posts: 25418
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

[Adv Research] - Speeding up a tech with structures

Mon Oct 15, 2012 10:07 am

PON has advanced research ON (the sole game for now), so you can speed up a research (technology) thanks to the presence of some structures on map. Typically harbors (or only naval bases) can speed up some naval techs.

For that, the structure must get a new attribute (more on that later). The technology must get an entry:

ModByStrucLevel1 filled up with 3 parameters.

If the tech can get a bonus from another attribute, just use ModByStrucLevel2 ...

The 3 parameters are:
a) Discovery bonus (in 1/100 of %) given per structure level (I recommend a value of 1 to start with)
b) Max bonus, from all structures with same attribute, that can be given over a turn
c) Min structure level to get this bonus

This allow you to allow Harbors for a bonus, but only level 5+ e.g

an example:

ModByStrucLevel1 = *NavalTechBoost* 1 50 10

Each harbor of level 10+ will give 1/100% PER Level as a bonus, with a max of 50/100% = 0.5% a turn (which is already quite good). The max modifier (not only a bonus in fact) is the max for all structures having the attribute.


The structure itself get the attribute, so that the logical link is done:

Attributes = *NavalTechBoost*
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

czert2
Brigadier General
Posts: 426
Joined: Sun May 06, 2012 1:33 am

Tue Oct 16, 2012 3:42 pm

Very nicely explained, just one more question - where to put this atribute ?
have is set place, like just under atributes and above max lvl, or it can be placed anywhere ?

User avatar
Pocus
Posts: 25418
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Oct 17, 2012 6:53 am

in the structures files, you can put the entry in the order you want. if the structures don't have Attributes = then just add it, if it has, then append it. See for example the Harbor

Attributes = *NavalRepair*|*NavalSupply*|*NavalBuild*|*Is_Harbor*|*Port_Facility*

By the way you can recycle an already existing attribute. e.g perhaps *Is_Harbor* (in the structure file) is covering perfectly the structures where you want to modifier
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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