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

Problem detected: Scriptparser is buggy!

Submitted by Deer on Tue, 2007-02-20 18:34. Space Empires V General

If you compile AI main and settings files, you will find that there are some errors.
For example: AI can't make Freighter and Carrier designs, 'cause if a number is in x.y format then the program take it 0 and it won't use fighter/cargo bays (0).
(1.0 = 0 or 2.25 = 0, but 1 = 1, 2 = 2, etc)

You can try just start a new game. You will see races will make freighter/carrier design, but if you compile for example default_ai_main and default_ai_setup then overwrite the original, neutral races won't built and design them.
So you can't make your own race .csf file.

‹ So, as a relative noob, which mods should I use to get the best game out of the AI? And where can I get them? Rush QK! ›
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Captain Kwok's picture
Mod Designer

Re: Problem detected: Scriptparser is buggy!

Submitted by Captain Kwok on Tue, 2007-02-20 20:35.

I'm not sure what you are saying. The num_to_add variable used in the function for adding fighter bays / cargo storage is a long number (ie a non-decimal number). Making it a decimal (real number) should produce an error for incompatible types when you compile.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Problem detected: Scriptparser is buggy!

Submitted by Deer on Wed, 2007-02-21 03:34.

Please try it: don't change anything, then compile scripts of any races, overwrite the existing ones and you will see it doesn't work. They won't build freighters/carriers.
Then if you turn the debugger on, you will see that the program can't add any Fighter/cargo bays to the design.
For example:
--------------The result (without changing)----------------
Script_AI_DesignCreation.txt(1470): 1350 * 0 = 0
Script_AI_DesignCreation.txt(1470): 0 / 30 = 0
Script_AI_DesignCreation.txt(1470): 0 + 0 = 0
Script_AI_DesignCreation.txt(1470): Sys_Trunc(0)
Script_AI_DesignCreation.txt(1470): Set num_to_add(10) := 0
------------The original script line------------------------
set num_to_add := Sys_Trunc(((vehicle_tonnage * 0.50) / comp_tonnage) + 0.99)
------------------------------------------------------

If you change the scipt line to this:
set num_to_add := Sys_Trunc(((vehicle_tonnage / 2) / comp_tonnage) + 1)
---------------The result after the changing-----------------
1350 / 2 = 675.00001517686
675.00001517686 / 30 = 22.5000005058953
22.5000005058953 + 1 = 23.4999994594099
Sys_Trunc(23.4999994594099)
Set num_to_add(10) := 23
----------------------------------------------------------
it is just an example. Who knows which things are buggy, too.

I hope now I'm understandable. Sorry, my English is not so good.

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Re: Problem detected: Scriptparser is buggy!

Submitted by BlueM99n84 on Wed, 2007-02-21 04:39.

Not sure what you mean either. I edited the AI priority and research level for frigates and carriers. While it did not seem to impact the frigate design i.e. AI still designed frigates with no weapons because I left it as a percentage...I warped into a nuetral system with a Heavy Destroyer and got my rear kicked by a carrier that was loaded with fighters armed with AP beams. Not just once either. This happened in all 3 systems that I inhabited with a neutral using a small diamond quadrant configuration. I even had a modified version of FH's Autocannon working but these fighters chewed up the HD like it was butter. I think the answer to the frigate is to make it use a component count vice a tonnage percentage...it may be truncating it. The stock version had research set at level 5...and as such the tonnage on the frigate hit 175kt. Between the stock coded engines (12 ea) and the required items (Bridge/Crew Q/Life S/Basic Sensor) it max'd out the tonnage so no weapons could be applied...oh not to mention shields and armor that fall in before the script hits Primary Weapon for that race.

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Re: Problem detected: Scriptparser is buggy!

Submitted by Deer on Wed, 2007-02-21 05:31.

No. I spoke about Utilities/Scriptparser/SE5EmpireScripts
These scripts are editable and you can compile them.
When you install the game and start to play everything is ok.
A try: don't change anything and compile for example Default_Main_Script.txt and Default_Setup_Script.txt. you will get two .csf files. Copy them to Empires/Default (overwrite the existing ones) and start a new game. AI (which uses default like neutrals) won't make freighter/carrier designs.

I have an idea. Scriptparser is maybe not buggy but the .txt files . I saw that programmers uses both kind of numbers with 'Sys_Trunc' function, but it seems that it uses real numbers only, because if I change in this function for example '* 0.50' to '/ 2' it will work!
I'm not programmer, I just tried.

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Captain Kwok's picture
Mod Designer

Re: Problem detected: Scriptparser is buggy!

Submitted by Captain Kwok on Wed, 2007-02-21 09:04.

I'm not sure why you're change isn't working. I perform the exact original script (except multiply by 0.30) and it works fine. Did you change the decimal (.) to a comma (,) in mainstrings.txt or somethign like that?

-----

Space Empires Depot | SE:V Balance Mod

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Re: Problem detected: Scriptparser is buggy!

Submitted by Deer on Wed, 2007-02-21 11:14.

No, if you don't change the orginal script files but compile it and overwrite the existing ones, they won't work.

---------
Because of I'm working the translation of this game, I must change them (strings only). So I found this error. First I thought I made a mistake then I tried it with a virgin installation, and I found this error again. Now I'm sure that Sys_Trunc function was used with two kind of numbers was the problem.
If you don't try what I say you won't see.

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Captain Kwok's picture
Mod Designer

Re: Problem detected: Scriptparser is buggy!

Submitted by Captain Kwok on Wed, 2007-02-21 14:40.

Well, Aaron compiles those source scripts each version with the same script parser and they work fine...

-----

Space Empires Depot | SE:V Balance Mod

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Re: Problem detected: Scriptparser is buggy!

Submitted by Deer on Wed, 2007-02-21 15:03.

I dunno, I'm not programmer. I just tried and wrote my observations.
Captain Kwok, please try it for me* and write me what you see. If your version works fine, I have no more idea.

* don't change anything and compile for example Default_Main_Script.txt and Default_Setup_Script.txt. You will get two .csf files. Copy them to Empires/Default (overwrite the existing ones) and start a new game. (Make backup from originals.)

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