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

Argh! AI woes

Submitted by Mylon on Tue, 2007-06-26 06:18. SE:V MODs

So I've tried to tweak the AI to build the new facilities I added with my small scale mod, but I cannot figure out how to compile the AI script. Even the default script will not compile using the tool in the SEV directory. Kwok's AI has the same problem.

For the moment, I've hosted the files for my mod here, if anyone wants to help out with the AI, since it still needs work and I'm a bit clueless on how to make it intelligently choose buildings instead of following a script.

Though if anyone can tell me how to compile the AI I think that would be helpful.

http://www.filefactory.com/file/45df02/

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Captain Kwok's picture
Mod Designer

Re: Argh! AI woes

Submitted by Captain Kwok on Tue, 2007-06-26 08:03.

Are you getting error messages doing compiling? I'm assuming you're trying to compile the [Empire]_Main_Scripts and not Script_AI_Construction by itself?

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Argh! AI woes

Submitted by unnamed on Tue, 2007-06-26 08:25.

Check what Kwok said first. I downloaded your files and attempted to run them. Only the Script_AI_Construction was in there and it gave me errors with variable names. I assume that you put them in Script_AI_GlobalVariables? If so need that file too. Or they need to be declared in the function itself.

-Unnamed

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Re: Argh! AI woes

Submitted by Mylon on Tue, 2007-06-26 08:35.

Okay, maybe I need a better understanding of how AI files work as a whole.

If I add several buildings as this mod does, what files would I need to update (and how would I compile them) to make all AIs use these new buildings? Would I have to edit each and every AI's script?

The unedited SEV file does not compile by itself, so I guess it's actually called by another file when that other file gets compiled?

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Mod Designer

Re: Argh! AI woes

Submitted by unnamed on Tue, 2007-06-26 09:22.

Hey Mylon,

Each race has a main script. This script calls all the other scripts including Script_AI_Construction, Script_AI_GlobalVariables, etc. So if you wanted the AI to use the new buildings, you would change the Script_AI_Construction file, and anything those changes reference (perhaps Script_GlobalVariables). Then you would compile the individual race main files (so Norak_Main_script, Default_Main_Script). If it compiles correctly then you have a file you need to put in the appropriate empire folder under in the Empires Folder (ie Norak, Default, etc). Then the computer will use the changes you made. You would need to edit only the scripts you want to change (Script_AI_Construction), but you would need to compile each race individually. (or use makefile, which compiles all of the races at once)

Does this make sense?

-Unnamed

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Re: Argh! AI woes

Submitted by Mylon on Fri, 2007-06-29 01:30.

Edit: Nevermind. Smiling

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