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

Autocomplete and AI

Submitted by zelos on Sun, 2007-02-18 14:50. SE:V MODs

Wich file and where take care of the autocomplete stuff? if its not regular txt file what needs to be used?

and also for the AI i assume its the design txt file there that do the trick for their designing. My question is once you got everything done with the AI how are you sure it is working in a fast way?

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Re: Autocomplete and AI

Submitted by Brad on Sun, 2007-02-18 16:51.

AI ship design is done mostly through Script_AI_DesignCreation.txt. If all you are doing is changing existing designs, then this is the only file you need to edit. Once you've made your changes, you need to recompile the AI scripts.

The best way to find out if it is working is to use the 'VIEWALLDESIGNS' cheat and check out the enemy designs.

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 01:18.

i need also to edit the file wich do the autocomplete stuff for the players

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Mon, 2007-02-19 03:51.

It's the same file. Auto-complete is just the AI's design algorithm for the selected design type.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 04:36.

good, just a question then, do i need to compile it in any particular way and where do i put it?

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Mon, 2007-02-19 07:19.

The only files you ever compile are the [Empire Name]_Main_Script and [Empire Name]_Setup_Script files. The Script_AI_[xxx] files and any changes you make to them are included when you compile the Main and/or Script. The individual Empire .csf compiled scripts are then placed in their respective Empires folder, ie Jraenar_Main_Script.csf in the Jraner folder etc.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 07:48.

yeah i understood it, but if the design AI shall be aviable for autocomplete then what do i need to do? or is it taken from the empire files?

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Mon, 2007-02-19 08:35.

The player's autocomplete function uses the default AI script in the Default folder.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 12:08.

thanks, now i got all the info i need Laughing out loud thanks again pal, assuming you got nothing against bieng it XD

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 13:33.

sorry for the doubble post but i have a problem. Ive added so the ships need a reactor in the ships, a entirely new kind of components, but the autocomplete, and AI aswell then i assume, wont add it to the ship.

"Engine":
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Anti-Matter Engine")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Nuclear Fusion Engine")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Nuclear Fission Engine")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Chemical Engine")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif

"Reactor":
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Anti-Matter Reactor")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Nuclear Fusion Reactor")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Nuclear Fission Reactor")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif
if (final_comp_id = 0) then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Chemical Reactor")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set final_comp_id := comp_id
endif
endif

the engine part works like a charm but not the reactor, its only a test i did but what do i need to do to get the reactor added? 1 per ship that is aswell.

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Mon, 2007-02-19 14:55.

Did you can the name the reactor with spaces in the components file, ie "Anti - Matter Reactor"? If so, that would produce a string mismatch with what you have in the script and the function would return false.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Mon, 2007-02-19 15:01.

no the names are a perfect match, nothing wrong with that, i copied them directly from component.txt

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Re: Autocomplete and AI

Submitted by Fallen Haven on Mon, 2007-02-19 20:56.

Captain Kwok wrote:
The player's autocomplete function uses the default AI script in the Default folder.

That is true only if you make a custom race. Stock races use their own AI, they auto-complete using their racial preferances, it doesn't matter if they are under AI or player control..

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Re: Autocomplete and AI

Submitted by zelos on Wed, 2007-02-21 07:46.

so then what needs to be done to add this reactor to the ships?

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Re: Autocomplete and AI

Submitted by zelos on Wed, 2007-02-21 14:00.

sorry for double post but

exacly where does the designing fix adding solar sail and such?

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Wed, 2007-02-21 14:38.

It's in Script_AI_GlobalSettings.txt. There's a function that controls what additional components should be added.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Thu, 2007-02-22 12:00.

aahhh then that might do the trick Laughing out loud

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Re: Autocomplete and AI

Submitted by zelos on Thu, 2007-02-22 12:22.

DP again sorry
i added
call lst_Extra_Comps_Name.add("Chemical Reactor")
call lst_Extra_Comps_Only_For_Design_Type.add("")
call lst_Extra_Comps_Pct_Of_Space.add(-1)
call lst_Extra_Comps_Tech_Area.add("Chemical Reactor")
call lst_Extra_Comps_Tech_Level.add(1)

to the global constants but it didnt work either, how the hell do i make the computer add this to the ship?

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Thu, 2007-02-22 12:49.

Those lines need to be in the AI_Add_Extra_Comps function in Script_AI_GlobalSettings.txt.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Thu, 2007-02-22 13:26.

oh sorry i ment the settings one, still dont work thou

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Captain Kwok's picture
Mod Designer

Re: Autocomplete and AI

Submitted by Captain Kwok on Thu, 2007-02-22 15:25.

You can also implicitly add this component in the Design Creation function. Look at the Add_Required_Components_To_Design function - basically cut and paste the "Basic Sensors" entry and swap the name to your reactor. Make sure it's going in the proper hull section - ie inner in inner slot etc.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Autocomplete and AI

Submitted by zelos on Thu, 2007-02-22 15:37.

hmm ok
it did work but what about as the AI increase its tech levels?

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Re: Autocomplete and AI

Submitted by zelos on Thu, 2007-02-22 16:49.

never mind i fixed it Laughing out loud
starting to get how the AI works a bit

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