On Dec 15, 5:26 am, Flynx <gigaf... RemoveThis @gmx.net> wrote:
> @Magik: Thanks, I will have a look in a moment. How are the Exotic
> Techs are encoded in the player CSV? 'Exotic Tech A' is a number,
> which encodes the left three Exotic Techs (Pods, Sensors and Ships) as
> a binary interpretation (all set means that Exotic Tech A gets the
> value 2^24 if all 8 ETs in every group are enabled).... but in what
> order are the other three groups?
The ET bitfields are split in 2 groups: Exotic Tech A, Exotic Tech B.
You can determine if a particular ET is on by looking at the bits from
right to left whereas the first bit is bit 0, the next is bit 1, etc.
If none are enabled, then the value will be 0. bit 0 is the same as
2^0, which is 1, so if bits 0 and 1 were enabled then the decimal
value would be 2^0 + 2^1 = 3 or in binary 1 + 10 = 11. Normally you
can determine if a particular bit is on by using a bitwise AND
operator, such as 00000010 AND 11111111 would return 00000010, so bit
1 is on. If the value returned was 0 then it is not on. That being
said, here are the bits for the 2 bitfields. As you said, some of
these are not active any longer.
Exotic Tech A:
'Bit 0 +10 Pod Speed
' 1 +20 Pod Speed
' 2 +30 Pod Speed
' 3 20% less fuel burn
' 4 50% less fuel burn
' 5 +100 Shield Power
' 6 +300 Shield Power
' 7 +500 Shield Power
' 8 +100 Scan Range
' 9 +200 Scan Range
' 10 +300 Scan Range
' 11 +10 Attack Bonus
' 12 +20 Attack Bonus
' 13 +50 Attack Bonus
' 14 +10 Evasive Bonus
' 15 +20 Evasive Bonus
' 16 +2 Shield Drain
' 17 +5 Shield Drain
' 18 +2 Armor Drain
' 19 +5 Armor Drain
' 20 +10 Shield Drain
' 21 +25 Shield Drain
' 22 +5 Armor Drain
' 23 +10 Armor Drain
Exotic Tech B:
' 1 Self Repairing Ship Armor
' 2 Point Defense System Charge 50% Faster
' 3 World Crusher Missiles Pass Through Base Shields
' 4 10% Normal Fighter Wing Sensor Image
' 5 40% Normal Fighter Mine Sensor Image
' 6 Fighters Immune To Nemesis Torpedoes
' 7 Fighters Immune To Sand Casters
' 8 +10 Happy Your Natives (-10 Others)
' 9 Just Say No!"
' 10 Raid Colonists Homes
' 11 Poison Contraband Items
' 12 Hire Contraband Pirates
' 13 All Base Shields Fail On All Planets For 5 Turns
' 14 Zero Growth Rate All Planets
' 15 +20 Colonist Growth Rate
' 16 +50 Colonist Growth Rate
' 17 +70 Colonist Growth Rate
' 18 -5 Happiness All Planets
' 19 -10 Happiness All Planets
' 20 -20 Happiness All Planets
' 21 Super AntiFighter
' 22 Energized Sand
' 23 Fighter ECM Box
Magik
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