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Home » news » forums » Space Empires V » Space Empires V General

Strictly Scripting...

Submitted by BlueM99n84 on Fri, 2007-01-19 06:42. Space Empires V General

Looking for any and all info on editing and writing scripts. BTW, has anyone compiled a complete list of functions/system calls? Lastly, I am a little uncertain as to which script the human player executes aside from the external events and intel main.

‹ player placement freeze Help for Patch installation ›
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Rilo57's picture

The Data folder holds a lot

Submitted by Rilo57 on Fri, 2007-01-19 11:03.

The Data folder holds a lot of stuff to mod with. This is the folder that most people will try to mod in, I've looked into modding the AI... it gets kind of harry. Maybe with continued exposure, AI modding will get a little easier...

I think the answer to your question is in the Docs folder in the root folder the file is called SE5_.Script.pdf.

SEV, more than a feeling.

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Thanks!

Submitted by BlueM99n84 on Fri, 2007-01-19 11:24.

I learn something new everyday. I have the psuedocode written for what I want to do. It is now a matter of piecing the various functions already available in SEV together.

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Location?

Submitted by BlueM99n84 on Fri, 2007-01-19 23:56.

Rilo,
Maybe I have not upgraded? I thought I had recalled seeing that folder but when I went back to check I could not locate it anywhere. I did find a list of functions buried in the Utilities folder, two text files in fact. These contained most of the function declarations made in the various scripts. Still it appears I am missing this folder you speak of and the associated PDF file.

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Loosing track...

Submitted by BlueM99n84 on Sat, 2007-01-20 01:17.

Rilo, got it. I thought I had upgraded but was still at 1.13. CRS syndrome I guess.

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Back in business...

Submitted by BlueM99n84 on Sat, 2007-01-20 03:44.

Ok, now that I have upgraded upon realization of my Homer moment I am back in business. More posts to follow as I edit and provide script changes.

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Question on Space_Object_Of_Type classes

Submitted by BlueM99n84 on Sun, 2007-01-21 00:23.

Has anyone experimented with the actual characteristics generated for space objects in the initial set up of the game? I am toying with the Planet Population Change functions but have a sneaking suspicion that the Sys_Get_Planet_Population function simply provides the current population vice the max population for the planet size.

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The experiments continue...

Submitted by BlueM99n84 on Tue, 2007-01-23 12:46.

Miniaturization is working fine on the components. Plan to start testing on facility shrinkage next and I suspect it will work just as well.

Experiments with modifying the planet size data have been non-productive. You can edit the data and then play the game with a new size but you cannot access the info from inside. The functions related to Population change only apply to the owners population resident and not the planet's dictated size data. Discovered in the process that most list functions do not work with the script utility because the game is not active. Anything dealing with Space Objects returns call errors so no joy access the info that way. My next step is something more cumbersome but which I think can work. Utilizing the script I plan to experiment with making a call to a batch file that can then execute a text parsing executable. It will pull the planet size text file in edit the associated numbers then write it back. Given that you can manually edit the numbers (with the game running hehehe I tried) and it works there is no reason this will not be successful. Cheers until the next update.

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Miniaturization and Adjustable Population Limits

Submitted by BlueM99n84 on Mon, 2007-01-29 02:28.

Latest update is that the miniaturization works reasonably well. The code is fairly straight forward and works for components as well as facilities with no issue. I need to go back and see if the code is efficient though so more to follow. Once confident I will post it here.

Now on to the adjustable population limit. I have finally created a script that seems to work but there are quirks to how the program executes certain elements related to population and planet sizes. To have this work took adjusting the population for the planet size up while scripting in limits based on tech area and tech level. The bug now is that it takes one turn to adjust per the script so that your initial pop drops to the scripted levels on turn 2. From that point on it progresses normally as you step through your research. Migration is a worrisome issue though because I cannot find scripting to edit how the program treats overpopulation...from what I can tell (Kwok please help?) migration applies to each planet independently. You have population growth and migration but given those if you are at the population limit whether imposed by tech or planet size I cannot tell what it does with the excess. There is no function call to a migration script which is why I suspect that while it seems that population shifts...they are actually jettisoned and the planet with space based on the formula determines independently how to adjust. Anyone for certain on this?

Further questions that maybe the smarter folks out there can answer is what is a reasonable balance for scoping down due to engineering improvements...what components should or should not be subject to this as well as what facilities. And what is a reasonable improvement in the population limit. I experimented with planetsize populations that were triple the stock limit and improved by 1/3 with each advance i.e. a Tiny domed planet starts with a max limit of 375 but until you make the advances is limited to 125 then moves to 250.

I am working up to building the Ringworlds and Sphereworlds in my current game to ensure the script works just as well for them. I have some doubt since those have special identifiers whether it will apply. More to follow and comments/suggestions are welcomed. Once I have a little more confidence in the code I will make it available here. It definitely could use some TLC in terms of making it more efficient i.e. using case vice if statements and such. But that is for the better mechanics not me the rank amatuer.

Cheers

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Very large population are more a drain than help...

Submitted by Fallen Haven on Mon, 2007-01-29 16:23.

BlueM99n84 wrote:
I am working up to building the Ringworlds and Sphereworlds in my current game to ensure the script works just as well for them. I have some doubt since those have special identifiers whether it will apply. More to follow and comments/suggestions are welcomed. Once I have a little more confidence in the code I will make it available here. It definitely could use some TLC in terms of making it more efficient i.e. using case vice if statements and such. But that is for the better mechanics not me the rank amatuer.

You will gain very little from having ringworld /sphereworld have more population. In the setting.txt, the bonus you get from larger population get capped at some point, the production won't increase anymore, but the population will still consume ressources (of course, in stock, they consume next to nothing).

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