Notes on rev 5507

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yandonman
Creative Contributor
Posts: 699
Joined: Thu Aug 30, 2012 12:32 am

Re: Notes on rev 5507

#16 Post by yandonman »

If I'm reading the tech.txt correctly (which is questionable :) ), you increased SetDetection by +200... which is distance, not strength. Something that is stealth uses detection strength and stealth to determine visibility (I believe), so my patch adds to yours by setting "METER_DETECTION_STRENGTH" +200.


Please do let me know if I'm wrong, because if I am I do want to correct my misunderstanding(s).
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.

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eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: Notes on rev 5507

#17 Post by eleazar »

yandonman wrote:If I'm reading the tech.txt correctly (which is questionable :) ), you increased SetDetection by +200... which is distance, not strength. Something that is stealth uses detection strength and stealth to determine visibility (I believe), so my patch adds to yours by setting "METER_DETECTION_STRENGTH" +200.
This is what i changed it to a week ago. I think you are responding to old scripting.

Code: Select all

    effectsgroups = [
        EffectsGroup
            scope = And [
                OwnedBy TheEmpire Source.Owner
                Planet
            ]
            effects = SetDetection Value + 300

        EffectsGroup
            scope = Source
            effects = SetEmpireMeter Source.Owner "METER_DETECTION_STRENGTH" Value + 200
    ]
SetDetection Value is the range

METER_DETECTION_STRENGTH is the empire-wide strength.

yandonman
Creative Contributor
Posts: 699
Joined: Thu Aug 30, 2012 12:32 am

Re: Notes on rev 5507

#18 Post by yandonman »

Ah... I see the error of my ways (spy_detect #4 vs #5). Much appreciated. :oops:
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.

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