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

Fleet AI

Submitted by Gideon on Thu, 2007-05-03 11:38. SE:V MODs

I'm having a heck of a time with scripting for fleets.

I cannot figure out how to look inside a fleet, either at the ships or the task forces.

I cannot figure out how to set a task force strategy on an already created task force.

I cannot figure out how to get the game to assign a strategy to a new task force, OTHER than Optimal Firing Range. Tried in the race_main, global_variables, AND directly in the AI_orders_ships files.

I cannot change the settings on the Optimal Firing Range strategy that the game uses for task forces. Changing Strategies.txt seems to have no effect when examining the Strategy settings on a task force.

Correct me if I'm wrong, but this seems hard coded, and not changable through scripting. If it's hard coded, then ships in fleets ONLY attack other ships...no planet invasions, no ship captures, no kamikaze...ONLY shooting, and ONLY at Optimal Firing Range...no long range missile fire, no close range skirmishers. Is this portion of the AI scripting just not finished yet?

‹ Quick Question About targeting New UnitTypes Help with dynamic crew requirements + Forcing AI to make use of Small Hull sizes ›
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Captain Kwok's picture
Mod Designer

Re: Fleet AI

Submitted by Captain Kwok on Thu, 2007-05-03 13:15.

First, strategies.txt doesn't have amy effect on the game that I know of. In the default folder in Empires, you'll find the strategies file that is actually used by the AI.

I believe the function you're looking for to return the id of a strategy is Sys_Get_Strategy_With_Name.

Alternatively, it might be better for the ships to break formation in fleets by default, in which case they will follow their individual design strategies instead.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Fleet AI

Submitted by Gideon on Thu, 2007-05-03 13:35.

Captain Kwok wrote:
First, strategies.txt doesn't have amy effect on the game that I know of. In the default folder in Empires, you'll find the strategies file that is actually used by the AI.

I believe the function you're looking for to return the id of a strategy is Sys_Get_Strategy_With_Name.

Alternatively, it might be better for the ships to break formation in fleets by default, in which case they will follow their individual design strategies instead.

-----

Space Empires Depot | SE:V Balance Mod

AHA! It's hidden in plain sight!!! Thanks Kwok, it was driving me NUTS looking for that blasted thing. ON WITH THE SHOW!

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Mod Designer

Re: Fleet AI

Submitted by Gideon on Thu, 2007-05-03 14:25.

Captain Kwok wrote:
First, strategies.txt doesn't have amy effect on the game that I know of. In the default folder in Empires, you'll find the strategies file that is actually used by the AI.

I believe the function you're looking for to return the id of a strategy is Sys_Get_Strategy_With_Name.

Alternatively, it might be better for the ships to break formation in fleets by default, in which case they will follow their individual design strategies instead.

-----

Space Empires Depot | SE:V Balance Mod

Well, it seems I cannot add new strategies, as either Default_AI_Strategies.txt doesn't register the addition of any more (unlikely) or Sys_Get_Strategy_With_Name doesn't actually work yet (likely). I CAN set the break formation flag to TRUE, so I guess that's what I have to work with for now.

Cheers.

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Captain Kwok's picture
Mod Designer

Re: Fleet AI

Submitted by Captain Kwok on Thu, 2007-05-03 14:50.

As with other lists such as Design Types or Colony Types etc, a new game is require to register added strategies etc.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Fleet AI

Submitted by Gideon on Thu, 2007-05-03 19:37.

Yeah, I know.

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