Trying to mod techs.

This forum has been archived. Please use the new modding forum. If you need to retrieve a thread from here, contact BattleGoat.

Moderators: Balthagor, BattleGoat

Fistalis
General
Posts: 3315
Joined: Jun 23 2009
Human: Yes
Location: x:355 y:216
Contact:

Re: Trying to mod techs.

Post by Fistalis »

&&TECHEFFECTSTEXT,
0, "No Effect"
10, "Mine Field Damage"
100, "Health Care Rating"
101, "Education Rating"
102, "Infrastructure Rating"
103, "Environment Rating"
104, "Family Rating"
105, "Law Enforcement Rating"
106, "Cultural Rating"
108, "Health Care Cost"
109, "Education cost"
11, "Mine Field Lethality"
110, "Infrastructure Cost"
111, "Environment Cost"
112, "Family Subsidy Cost"
113, "Law Enforcement Cost"
114, "Cultural Cost"
116, "Hard Target Defense"
117, "Soft Target Defense"
118, "Ground Attack Values"
119, "Anti-Air Attack Values"
12, "NBC Weapon Effects"
120, "Anti-Ship Attack Values"
121, "Anti-Sub Atack Values"
122, "Ballistic Artillery Range"
123, "Missile Accuracy"
124, "Stealth Strength Values"
125, "Spotting Strength Values"
126, "MLRS Range"
127, "Facility (Fortification) Defense"
13, "Vehicle Fuel Consumption"
14, "Cost of Motorized Units"
15, "Unit Build Speed"
16, "Facility Build Speed"
17, "Urban Development"
18, "Finished Goods Facil. Efficiency"
19, "Finished Goods Costs"
2, "Finished Goods Facilities Cost"
20, "Transportation Improvements"
201, "Enables SOSUS Submarine Spotting Line."
202, "Enables Nuclear Weapons Production."
203, "Enables Chemical Weapons Production."
204, "Enables Biological Weapons Production."
205, "Enables Communications Satellite Production."
206, "Enables Recon Satellite Production."
207, "Enables MDI Satellite Production."
21, "Space Race"
22, "Nuclear Plant Maintenance Cost"
27, "Finished Goods Petrol Demand"
28, "Finished Goods Coal Demand"
29, "Finished Goods Ore Demand"
3, "Facil. Construction Materials Use"
31, "Finished Goods Electrical Demand"
33, "Finished Goods Industrial Demand"
36, "Hydroponic Plant Production"
37, "Composites Plant Production"
38, "SynthFuel Plant Production"
39, "Power - Coal Production"
4, "Pollution Levels"
40, "Power - Nuclear Production"
41, "Power - Petrol Production"
42, "Power - Other Production"
43, "Power - Fusion Production"
44, "Consumer Goods Plant Production"
45, "Industrial Goods Plant Production"
46, "Military Goods Plant production"
47, "Power - Antimatter Production"
48, "Power - Dark Energy Production"
49, "N/A"
5, "Research Efficiency"
50, "N/A"
51, "N/A"
52, "N/A"
53, "N/A"
54, "N/A"
55, "Oil Derrick Production"
6, "Counter Intelligence Efficiency"
60, "Population Agri Use"
61, "Population Water Use"
62, "Population Timber Use"
63, "Population Petrol Use"
64, "Population Coal Use (Usually 0)"
65, "Population Ore Use (Usually 0)"
66, "Population Uranium Use (Usually 0)"
67, "Population Power Use"
68, "Population Consumer Goods Use"
69, "Population Ind Goods Use"
7, "Intelligence Efficiency"
70, "Population Mil Goods Use"
71, "(Reserved)"
72, "Output of Agriculture"
73, "Output of Water"
74, "Output of Timber"
75, "Output of Petrol"
76, "Output of Coal"
77, "Output of Ore"
78, "Output of Uranium"
79, "Output of (All) Power"
8, "Military Efficiency"
80, "Output of Consumer Goods"
81, "Output of Industrial Goods"
82, "Output of Military Goods"
83, "(Reserved)"
84, "Efficiency of Agriculture"
85, "Efficiency of Water"
86, "Efficiency of Timber"
87, "Efficiency of Petrol"
88, "Efficiency of Coal"
89, "Efficiency of Ore"
9, "City Power Generation"
90, "Efficiency of Uranium"
91, "Efficiency of Power"
92, "Efficiency of Consumer Goods"
93, "Efficiency of Industrial Goods"
94, "Efficiency of Military Goods"
95, "(Reserved)"

For future reference you can find the list in local-textgame file in the localization folder.
Si vis pacem, para bellum
my Supreme Ruler mods Site - May it rest in peace
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

Thank you very much!
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

what is this minefield? how is it built?
Fistalis
General
Posts: 3315
Joined: Jun 23 2009
Human: Yes
Location: x:355 y:216
Contact:

Re: Trying to mod techs.

Post by Fistalis »

georgios wrote:what is this minefield? how is it built?
Its nothing and you don't. That's an old effect left over from SR2010. The code no longer exists to support it but its still listed in the effects localization file which is where I ripped that list from.
Si vis pacem, para bellum
my Supreme Ruler mods Site - May it rest in peace
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

So which of these effects are active?

for example "Finished Goods Facilities Cost" seems to be inactive too...
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

how "pollution levels" is tied with environment cost? Is there any cost per unit of pollution?
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

Vehicle Fuel Consumption - do we know the consumption rates of every unit? Or they are the same?

In units file there are only the fuel tank volumes of every vehicle. not the consumption rates...
Fistalis
General
Posts: 3315
Joined: Jun 23 2009
Human: Yes
Location: x:355 y:216
Contact:

Re: Trying to mod techs.

Post by Fistalis »

georgios wrote:Vehicle Fuel Consumption - do we know the consumption rates of every unit? Or they are the same?

In units file there are only the fuel tank volumes of every vehicle. not the consumption rates...
max range/Fuel tank volume = consumption rate
Si vis pacem, para bellum
my Supreme Ruler mods Site - May it rest in peace
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

So when a tech improving vehicle fuel consumption is activated should units stats change? Is this change obvious in the units characteristics?
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

&&TECHEFFECTSTEXT


in what file lies that text?
User avatar
Balthagor
Supreme Ruler
Posts: 22083
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: Trying to mod techs.

Post by Balthagor »

It's in the file LocalText-Game.csv

\Localize\LOCALEN
Chris Latour
BattleGoat Studios
chris@battlegoat.com
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

Thank you! And what about the differences between:

44, "Consumer Goods Plant Production" - 80, "Output of Consumer Goods"
45, "Industrial Goods Plant Production" - 81, "Output of Industrial Goods"
46, "Military Goods Plant production" - 82, "Output of Military Goods"


They seem to be the same...
georgios
Brigadier Gen.
Posts: 600
Joined: Aug 13 2012
Human: Yes

Re: Trying to mod techs.

Post by georgios »

"Efficiency of... " has to do only with raw materials or production costs too??
dax1
Brigadier Gen.
Posts: 511
Joined: Apr 05 2012
Human: Yes
Location: Italy

Re: Trying to mod techs.

Post by dax1 »

georgios wrote:Thank you! And what about the differences between:

44, "Consumer Goods Plant Production" - 80, "Output of Consumer Goods"
45, "Industrial Goods Plant Production" - 81, "Output of Industrial Goods"
46, "Military Goods Plant production" - 82, "Output of Military Goods"


They seem to be the same...
I would like know too!
Con forza ed ardimento
Kristijonas
Brigadier Gen.
Posts: 884
Joined: Nov 11 2011
Human: Yes

Re: Trying to mod techs.

Post by Kristijonas »

*bump* Is there no info on this?
Post Reply

Return to “Modding SRCW”