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[MOD] Capital Identities and Rebellion Logic Gates

By on July 28, 2012 9:47:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Volt_Cruelerz

Join Date 06/2008
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Capital Identities

Capital Identities is a mod that I've been working on for a while that adds a fifth passive ability to each capitalship and titan that does something unique.  Each ability is based upon the lore of the ship.  For instance, Antoraks operate best alone, Kols inspire allies, the Evacuator can rule a planet from orbit, etc.

The precise changes can be found here.

Version 1.00

As always, I have the mod in BIN form for faster loading but have ConvertBinToText.bat for those who with to look at my process. 

 

 

Rebellion Logic Gates

One of the original intents for this mod was to have the Dunov function as a giant trade ship, transporting goods between ice and volcanic worlds.  Though I never finished this (though perhaps I will some day), I did however learn quite a bit in the process as far as how to perform logical operations with the conditional application of buffs in the game.  Perhaps some day I will upload the diagram of the entire buff chain for the ability which takes up 5-6 pages of a notebook.

Here is an image that displays some of the methods for creating logic gates via buff chains.  Buffs can be used for all sorts of things and can certainly be used for computation.  Simply think of the presence of a buff on an object as a 1 and the lack thereof as a 0.  At this point, buff computing is actually quite similar in thought process to electronic computation, though with significantly less math.

CI as a mod will likely not be further developed because of the quirkiness of RemoveBuffOfType.

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July 28, 2012 11:07:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's about damn time this got out....now I can turn Sins into an ABACUS OF DOOM!!!

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July 28, 2012 2:37:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
It's about damn time this got out....now I can turn Sins into an ABACUS OF DOOM!!!

 

... of DOOOOOMMM!!!!!!!!!

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July 28, 2012 4:22:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SOASE: REDSTONE!

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July 28, 2012 5:16:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Any chance of merging this with Rebalanced Races?

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July 28, 2012 5:38:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rebalanced Races is actually incorporated into this.

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July 28, 2012 6:29:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Outstanding sir!

Now--create a brain for me to comprehend it with. 

 

"She understands...she just doesn't comprehend."...River Tam, Firefly

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July 28, 2012 10:08:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Most of the buff chains are fairly straightforward.  Trinity Alliance on the Kultorask is a simple echoed AND gate.  The Holy Trinity and Dark Triad are what I'm calling a "Whirlpool AND" because each one ANDs the next ones in the chain.  When all three of either one are present, the consituent ships become more powerful and if the correct titan is nearby, it becomes more powerful.

Aside from that, the only other complex one was the Jarrasul's Orbital Rule.  Of course, everything pales in comparison to the incomplete (though deactivated) code for what Massive Cargo Bays was originally going to do..

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July 28, 2012 11:57:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ,

Capital Identities

Capital Identities is a mod that I've been working on for a while that adds a fifth passive ability to each capitalship and titan that does something unique.  Each ability is based upon the lore of the ship.  For instance, Antoraks operate best alone, Kols inspire allies, the Evacuator can rule a planet from orbit, etc.

The precise changes can be found here.

Version 1.00

As always, I have the mod in BIN form for faster loading but have ConvertBinToText.bat for those who with to look at my process. 

 

 

Rebellion Logic Gates

One of the original intents for this mod was to have the Dunov function as a giant trade ship, transporting goods between ice and volcanic worlds.  Though I never finished this (though perhaps I will some day), I did however learn quite a bit in the process as far as how to perform logical operations with the conditional application of buffs in the game.  Perhaps some day I will upload the diagram of the entire buff chain for the ability which takes up 5-6 pages of a notebook.

Here is an image that displays some of the methods for creating logic gates via buff chains.  Buffs can be used for all sorts of things and can certainly be used for computation.  Simply think of the presence of a buff on an object as a 1 and the lack thereof as a 0.  At this point, buff computing is actually quite similar in thought process to electronic computation, though with significantly less math.

CI as a mod will likely not be further developed because of the quirkiness of RemoveBuffOfType.


This is ironic.  Earlier this week, I finished up roletype passive bonuses for each ship type.

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August 6, 2012 5:45:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Would there be any chance of merging TSOP into this? Or am I just dreaming?

 

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August 6, 2012 5:51:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Outstanding work...

DANMAN

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