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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Scripting questions

Submitted by Sinapus on Mon, 2006-11-27 18:44. SE:V MODs

The speed settings in the AI_Minimum_Speed_Ship script file. Is that the number of engines it will try to add up to the hull's limit?

Basically, I'm thinking of changing engines per move for most ships to 2 and wondering if that would require mass changes in the AI scripts or if it'd simply install as many engines as possible and their movement would be limited.

Most of the mods I'm wanting to make are in the category of "tweaks" that don't require massive re-vamping of the AI scripts.

‹ Modding ship engine upgrade pathway Ship design and default combat strategies. ›
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Captain Kwok's picture
Mod Designer

Engines and design script

Submitted by Captain Kwok on Mon, 2006-11-27 19:31.

What do you hope to accomplish by changing EPM to 2? It will only half the speed of ships unless you plan on more movement points from the engines...

If you're just making it 2 EPM without other changes, then you'll also have to edit the first section in Script_AI_GlobalSettings.txt for the number of engines to add for each ship size.

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Space Empires Depot | SE:V Balance Mod

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I'm trying to lower the

Submitted by Sinapus on Mon, 2006-11-27 20:29.

I'm trying to lower the starting speeds of the ships. From what I see on the copy in the file you mentioned, it will add 12 engines for a frigate, which if I set EPM to two, will make a starting speed of six, or seven with the enhanced propulsion ability.

Will increasing EPM to two make it try to add 24 engines? If not, I think what I'm trying to do will work out, especially if the EPM change I make divides evenly into the max engines for a design.

Hm. Judging from the AI_Construction file, my idea of giving advanced facilities some extra abilities with higher levels might actually work so long as the "Sys_Get_Best_Facility_With_Ability" works.

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Captain Kwok's picture
Mod Designer

Engines and script stuffs

Submitted by Captain Kwok on Tue, 2006-11-28 01:36.

If you're just halving movement, you should be fine. The number of engines will stay the same as it won't try to add more engines. It looks at the engine "recommendation" in AI_Script_GlobalSettings.txt and the number need to get the desired speed and adds whatever number is less.

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Space Empires Depot | SE:V Balance Mod

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Good.

Submitted by Sinapus on Tue, 2006-11-28 15:38.

Will the AI also use ComponentEnhancement.txt items if it is available? One of the mods I did in SE4 was an "engine mount" that made some smaller (and weaker structured) engines for the lighter hulls and bigger (with stronger structure) engines for the heavier hulls. The SE4 AI would use them with the default vehicle design scripts pretty well, though sometimes I forgot to use them.

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Captain Kwok's picture
Mod Designer

It will use mounts...

Submitted by Captain Kwok on Tue, 2006-11-28 15:45.

Yes, the scripts tell the AI to grab the last legal mount in the file that can be used with that component.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Can that be changed?

Submitted by Phoenix-D on Tue, 2006-11-28 17:29.

Sounds like how SEIV worked. Can that be changed?

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Sort of good.

Submitted by Sinapus on Tue, 2006-11-28 18:43.

Captain Kwok wrote:
Yes, the scripts tell the AI to grab the last legal mount in the file that can be used with that component.

I just glanced through the VehicleSizes.txt file and noticed there's a lot of overlap between hull sizes, especially in the lower range. Is there a variable that lets you specify a specific hull type? Get_Vehicle_Type()="Frigate" or similar?

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Captain Kwok's picture
Mod Designer

Script stuffs

Submitted by Captain Kwok on Tue, 2006-11-28 20:09.

Phoenix-D - You can probably call for specific mounts. I haven't looked much into it though.

The function Get_Vehicle_Size_Class_For_Size in Script_AI_DesignCreation.txt is responsible for getting the vehicle sizes listed in Script_AI_GlobalSettings.txt - you could use some extra variables here connected to design types to call for specific hull types. It's on the to-do list for the Balance Mod.

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Space Empires Depot | SE:V Balance Mod

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So...

Submitted by Sinapus on Tue, 2006-11-28 21:03.

Get_Vehicle_Size_Class_For_Size()="Frigate" or similar?

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