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

how moddable is sev?

Submitted by MOAS on Thu, 2007-09-20 19:56. SE:V MODs

i'm curious about how moddable sev really is because i consider to make my own mod (especially an ai mod). but since i'm not sure how promising such an effort would be i don't want to start it.
so i've heard about all those problems and bugs that players still have to deal with. just in theory, is it possible to fix current major bugs only by modifying the .txt-files and by using the parser-tool? (e.g. the bug with alliance voting)
are the current sys_ functions sufficient to make a good ai? and another question: if i understand it correctly the ai recalculates everything each turn. can i add new variables that don't have to be recalculated each turn such as the anger level?
maybe i'm completely wrong with this but my german sev retail version came with poor mod-documentation.

‹ Remembering colonized planets AI: giving orders and executing orders ›
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Mod Designer

Re: how moddable is sev?

Submitted by Fyron on Thu, 2007-09-20 21:53.

Major bugs are almost always hard-code issues.

The game is fairly moddable; more so than SE4 and most other strategy/4x games, but not to the same degree as Civ4 and its game logic SDK.

IIRC, there is some basic support for list objects that persist from turn to turn.


SpaceEmpires.net | Space Empires Wiki

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Romulus68's picture
Mod Designer

Re: how moddable is sev?

Submitted by Romulus68 on Tue, 2007-09-25 09:03.

You will need these:

Devnull Editor

Ship making guide.

More examples.

More resources.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: how moddable is sev?

Submitted by MOAS on Wed, 2007-09-26 06:06.

thank you for your answers.
the editor looks very useful, although it's not for modding an ai. so maybe i'm starting with some component tweaks or so. just to learn. i hope it works with my german version.

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