Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 154 guests online.

Online users

  • Zteel
  • BlueTemplar

Languages

  • English English
  • French French

Browse archives

« May 2008  
Mo Tu We Th Fr Sa Su
      1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31  
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Function to check if Intelligence is allowed?

Submitted by unnamed on Sun, 2007-04-08 21:46. SE:V MODs

Is there a function to check if intelligence is allowed? I'm trying to improve facility and colony selection for the computer and I need a function that returns this for those non-intelligence games. Checked the Scripting manual and could not find one. If there isnt one, are there plans to have one in future patches?

-unnamed

‹ Unit scripting ? Is it possible? ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: Function to check if Intelligence is allowed?

Submitted by bmaxa on Sun, 2007-04-08 22:04.

There is no function to get directly, if intelligence
is disabled. I would investigate how game disables
intelligence, by deleting intelligence points or
returning failure for intelligence functions.
Then when I see pattern I would use anything that
indicates that int. can't be used to detect no intel
game type.

Greetings, Branimir.

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by Captain Kwok on Mon, 2007-04-09 06:19.

I do this by checking if the gateway technology area (Intelligence Services) is available. If it's not, the AI will not designate any colonies for intelligence. The tech area itself will never be available for research.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by unnamed on Mon, 2007-04-09 08:31.

Thanks, Kwok your method should be an easy way to take care of it.

-unnamed

» login or register to post comments
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by unnamed on Thu, 2007-04-12 12:43.

Hey Capt.

I tried what you did and it did not work. It looks like "Intelligence Services" is available even in Non-Intel Games. I dont know if this got changed in a recent patch or something, but stock, balanced and IRM all see Intelligence Services even when Intelligence Projects are disallowed. Thoughts?

-unnamed

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by Captain Kwok on Thu, 2007-04-12 12:46.

Oops, I recall running into that as well. Trying using Sys_Is_Empire_Research_Tech_Visible instead.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by unnamed on Thu, 2007-04-12 14:53.

Hey Kwok,

Thanks for the quick reply. I used that (actually I directly stole your code ... thanks/sorry) but it still didnt work. So I just tested your balance mod running a game with no intelligence allowed. By turn 70, the computers were building intelligence centers (runturns is a great cheat). So I dont know if something changed in one of the patches or what, but this solution no longer seems to work. FYI and your thoughts would be appreciated.

-unnamed

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by Captain Kwok on Thu, 2007-04-12 15:03.

Are they actually obtaining levels in Intelligence Services?

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by unnamed on Thu, 2007-04-12 15:43.

Computer researched them, then built them. Started at tech 0, working on tech 2. 4000 intel points. As for me, when I start a balanced mod (1.05+ with 1.33 stock) I could research and see Intelligence Services from turn 1. All this despite no intelligence projects allowed.

-unnamed

» login or register to post comments

Re: Function to check if Intelligence is allowed?

Submitted by obliwobly on Tue, 2007-10-23 06:59.

unnamed & kwok, did you ever solve this one?

I am about to try a new game and would like to know if I can disallow intelligence in your mods without handicapping the AI.

This is because if you have a universe with several AI players and make them all gang up on the human player you get completely slaughtered by intel especially when you meet a new race and it uses all its points against you !

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by Captain Kwok on Tue, 2007-10-23 07:07.

The Balance Mod AI checks to see if intel is on or not.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: Function to check if Intelligence is allowed?

Submitted by obliwobly on Wed, 2007-10-24 13:27.

Thanks CK I am trying out both in the next few days, will report here if I find anything unexpected.

Smiling

» login or register to post comments

Re: Function to check if Intelligence is allowed?

Submitted by obliwobly on Sat, 2007-10-27 04:41.

I am sorry to say I spotted a bug in unnamedAI mod for 1.58 where AI has built an intelligence center in a game where intel is disallowed. Game save is available if needed.

» login or register to post comments
Mod Designer

Re: Function to check if Intelligence is allowed?

Submitted by unnamed on Wed, 2007-11-07 13:30.

Hey obliwobly,

The Unnamed Mod still doesnt correctly determine whether intelligence is allowed. There was a new function in the 1.58 patch that I needed. I have just gotten back to modding, so this will be implemented in the next version. Thanks for your input.

-Unnamed

» login or register to post comments

Re: Function to check if Intelligence is allowed?

Submitted by obliwobly on Sat, 2007-11-24 05:21.

thanks and glad you are still on the case, looking forward to your next version, I will be sure to try it out Smiling

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Defence vs. Attack and other Combat related questions...
  • Sphärenwelt
  • Balance Mod Neutral Races
  • Why Retrofit is limited to +50% per order?
  • Babylon 5 Wars SEV Mod Update

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Why Retrofit is limited to +50% per order?
  • Satellites positioned all at one spot
  • Custom Empires Mod
  • TCP Multiplayer - Cannot load Savegame
  • Space Empires V 1.25-rev2
(c) Strategy First, Inc. All rights reserved.