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'''ICE''' is the .IGC Core Editor for Allegiance by KGJV.
'''ICE''' is the .IGC Core Editor for [[Allegiance]] by [[KGJV]]. It is used by [[core]] developers to balance their core.


==Using ICE==
==Using ICE==
{{stub}}
As for using ICE, its all pretty straightforward (fighters are under ships, max speed is clearly labeled max speed, etc.) except for pres & defs and a couple odd quirks here and there. The best way to learn to use ICE is to get into it with a core and just start experimenting with what changes what.
As for using ICE, its all pretty straightforward (fighters are under ships, max speed is clearly labeled max speed, etc.) except for pres & defs and a couple odd quirks here and there. The best way to learn to use ICE is to get into it with a core and just start experimenting with what changes what.




===Quick guide to Pres & defs===


Quick guide to Pres & defs
"Pre" is short for prerequisite. Every prerequisite must be met before you can use that item, however most prerequisites can be satisfied by more than one item. For example the prerequisite to build a shipyard is a techbase - but any techbase will fulfill that pre.


"Pre" is shortform for prerequisite. On an item of tech it is everything that item needs to be available.
"Def" is short for definition. It is the pre slots that an item 'fills', if you have the item. Defs are usually found on factions and devels (items in the F5 menu), although parts tend to define themselves (thus allowing them to be 'stolen').
"Def" is shortform for definition. Its usually found on factions and development items (devels, or researched tech). These are the pre slots that this item fills out.


In ICE all of the pres and defs are listed for items. On each pre slot, only one item in the pre must be available for the tech to be available. However all of the individual preqs must be met.
"devel" is development


Here's an example for pres & defs based on CC_04. I suggest you open up ICE to follow along as it makes what I'm saying much clearer. smile.gif
{{Example|Load up CC_04 to follow along


Go into Parts and down to PW Gat Gun 2. Click on it, then go to the "Tech Tree" tab on the top right. This is where you find the pres & defs for any item of tech. For PW Gat2 to be available, it requires the items from pre #s 118, 157, 230, and 356. Thus it requires 4 separate items for the tech to be available to a team ingame.
Go into '''Parts''' and down to <tt>PW Gat Gun 2</tt>. Select it, then change to the '''Tech tree''' tab on the top right. What you should see is:


118 is the weapon tech itself. Its made available by any faction with devel off (meaning in DMs) or by having researched Gat2 under supremacy, or by picking up a PE or PW Gat 2 that was floating around. This is what makes floating tech work in game - picking up Gat2 fills out the requirement in the core to make 118 available.
{{Quote|ICE|Depends on


157 just defines the different factions, with both devel on or off. A team on any one of these factions will have gat2 available if it meets the other pres as well.
118
:Faction: Belters (101) 'No Devel'
:Faction: Bios (35) 'No Devel'
:Faction: Etc
:Devel: PW Gattling Gun 2 (71)
:Devel: PE Plasma Gattling Gun 2 (174)
:Part: PE Gat Gun 2 (6)
:Part: PW Gat Gun 2 (71)
157
:Faction: Belters (101) 'Devel'
:Faction: Belters (101) 'No Devel'
:Faction: Etc
230
:Faction: Etc 'Devel'
:Faction: Etc 'No Devel'
:Station: Supremacy (Adv) (7)
:Station: Supremacy (11)
:Station: Etc
356
:Faction: Etc 'Devel'
:Faction: Etc 'No Devel'}}


230 is the techbase, since Gat2 is mid level tech and generally requires a techbase to be available. If you look at the pre itself you'll see all the factions listed with devel off (so gat2 is available when development is turned off in settings) and all of the different supremacy stations. Remember that only one item in each pre has to be met to enable it, so just having a supremacy station will enable 230. As a side note, notice that Belters is also listed in 230 with development on, meaning a Belters team doesn't have to have a supremacy station for gat2 to be available.


356 just defines the factions again, except TF, meaning that PW gat2 is not available to TF teams. This is because TF gets the PE version of Gat 2 instead.
What does this mean? PW Gat 2 requires at least one item from ''alll'' of pre #s 118, 157, 230, and 356. Thus it requires 4 separate items for the tech to be available to a team in-game.


'''118''' is the weapon tech itself. It is fulfilled by having development turned off (i.e. in a death match), or by having researched Gat 2 under supremacy (the devels) or by picking up PE gat 2 or PW gat 2 and bringing it home (the parts).


Also note that in each of the four preqs that the factions are listed with devel off. This is what makes gat2 available to teams in DMs or any other game with development off in the settings. If even one of the preqs didn't have the faction(s) with devel off then they wouldn't get that tech in a DM (or other non dev game).
'''157''' just defines the different factions that can use this tech, with both devel on or off. A team on any one of these factions will have gat2 available if it meets the other pres as well. Any faction not on this list will be unable to use that tech.


One more note: You'll notice that 118 is also in the "def" list. This is because we're looking at the actual PW gat 2. By defining 118, any team that picks the gun up and docks it at a base will fill out #118 for their team, and if they have a sup (or are belts) then the weapon is made available. In simpler terms, this is the mechanic that allows floating tech ingame to be picked up and used.
'''230''' is the techbase. Remember how if you lose your sup you lose gat2? That's because of this prerequisite. Once again you will see all the factions listed with devel off - to fulfill this requirement during deathmatches. And belters has it with devel on, so they can use tech without the techbase.  


'''356''' just defines the factions again. Except this time the list does not include TF, thus TF cannot use PW gat 2 (they use PE gat 2 instead)


One more note: At the top you'll notice that 118 is also in the "def" list. The item is giving itself one of its own prerequisites? But of course! This allows teams that pick up gat2 and bring it home to fulfill that requirement.}}
===Devel on or off===
Factions don't have any prerequisites. Instead, for them, the "Pre" button acts as a 'Devel' def, and the "Def" button acts as a 'No Devel' def. 'No Devel' is typically used in deathmatch games.
===Locals===
Locals affect which ships can launch from which bases. Stations are the ones that normally define locals (giving a local to a devel or part will have no effect{{verify}}). Ships or stations can then have that local as a pre-requisite, thus limiting where they can launch from. (In the case of stations it limits where the station ''constructor'' can launch from).
{{Example|In CC_05 all capital ships have the prerequisite #247. This is a local at the shipyard, and this is what makes caps only able to launch from the sy.}}
{{Warning|Using locals to create a station where a player is unable to select a ship (for instance being unable to afford it) will crash the game when they transfer to that station.}}


== Related links ==
== Related links ==


* [http://code.google.com/p/allegice/ Google Code - ICE download]
* [https://github.com/kgersen/allegice/releases/tag/3.48 ICE download]


{{Cores}}
{{Cores}}

Latest revision as of 01:09, 20 December 2022

ICE is the .IGC Core Editor for Allegiance by KGJV. It is used by core developers to balance their core.

Using ICE

As for using ICE, its all pretty straightforward (fighters are under ships, max speed is clearly labeled max speed, etc.) except for pres & defs and a couple odd quirks here and there. The best way to learn to use ICE is to get into it with a core and just start experimenting with what changes what.


Quick guide to Pres & defs

"Pre" is short for prerequisite. Every prerequisite must be met before you can use that item, however most prerequisites can be satisfied by more than one item. For example the prerequisite to build a shipyard is a techbase - but any techbase will fulfill that pre.

"Def" is short for definition. It is the pre slots that an item 'fills', if you have the item. Defs are usually found on factions and devels (items in the F5 menu), although parts tend to define themselves (thus allowing them to be 'stolen').

"devel" is development


Checkmark.png
Example Load up CC_04 to follow along

Go into Parts and down to PW Gat Gun 2. Select it, then change to the Tech tree tab on the top right. What you should see is:


Quote.png
Depends on

118

Faction: Belters (101) 'No Devel'
Faction: Bios (35) 'No Devel'
Faction: Etc
Devel: PW Gattling Gun 2 (71)
Devel: PE Plasma Gattling Gun 2 (174)
Part: PE Gat Gun 2 (6)
Part: PW Gat Gun 2 (71)

157

Faction: Belters (101) 'Devel'
Faction: Belters (101) 'No Devel'
Faction: Etc

230

Faction: Etc 'Devel'
Faction: Etc 'No Devel'
Station: Supremacy (Adv) (7)
Station: Supremacy (11)
Station: Etc

356

Faction: Etc 'Devel'
Faction: Etc 'No Devel'
— Quoted from ICE


What does this mean? PW Gat 2 requires at least one item from alll of pre #s 118, 157, 230, and 356. Thus it requires 4 separate items for the tech to be available to a team in-game.

118 is the weapon tech itself. It is fulfilled by having development turned off (i.e. in a death match), or by having researched Gat 2 under supremacy (the devels) or by picking up PE gat 2 or PW gat 2 and bringing it home (the parts).

157 just defines the different factions that can use this tech, with both devel on or off. A team on any one of these factions will have gat2 available if it meets the other pres as well. Any faction not on this list will be unable to use that tech.

230 is the techbase. Remember how if you lose your sup you lose gat2? That's because of this prerequisite. Once again you will see all the factions listed with devel off - to fulfill this requirement during deathmatches. And belters has it with devel on, so they can use tech without the techbase.

356 just defines the factions again. Except this time the list does not include TF, thus TF cannot use PW gat 2 (they use PE gat 2 instead)


One more note: At the top you'll notice that 118 is also in the "def" list. The item is giving itself one of its own prerequisites? But of course! This allows teams that pick up gat2 and bring it home to fulfill that requirement.

Devel on or off

Factions don't have any prerequisites. Instead, for them, the "Pre" button acts as a 'Devel' def, and the "Def" button acts as a 'No Devel' def. 'No Devel' is typically used in deathmatch games.

Locals

Locals affect which ships can launch from which bases. Stations are the ones that normally define locals (giving a local to a devel or part will have no effectVerify). Ships or stations can then have that local as a pre-requisite, thus limiting where they can launch from. (In the case of stations it limits where the station constructor can launch from).


Checkmark.png
Example In CC_05 all capital ships have the prerequisite #247. This is a local at the shipyard, and this is what makes caps only able to launch from the sy.
Warn.png
Warning! Using locals to create a station where a player is unable to select a ship (for instance being unable to afford it) will crash the game when they transfer to that station.

Related links

The Allegiance Cores
About: Cores · Specialty cores · Development · Core editor
On AU: A Core · BSG · CC · DN · EoR · GoD II · PC · RPS · Tcore · XC PC
Not on AU: Alleg+ · EA · GoD · MS 1.xx · Race · SOC · SW · WC · ZC
IGC Core Editor
About: Overview · All ICE articles
Technical: Globals · Factions · Developments · Drones
Items · Projectiles · Ships · Stations · Treasure
Note this part of the wiki is still a WIP