Problem detected: Scriptparser is buggy! |
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.
Re: Problem detected: Scriptparser is buggy!
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.

Re: Problem detected: Scriptparser is buggy!
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?
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Re: Problem detected: Scriptparser is buggy!
Well, Aaron compiles those source scripts each version with the same script parser and they work fine...
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Re: Problem detected: Scriptparser is buggy!
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.
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