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

AI Development and Testing Questions

inigma's picture
Submitted by inigma on Sun, 2007-12-02 12:36. SE:V MODs

I've developed some new Balance Mod AI, and want to test it, but was wondering what is the best way to test AI?

I made some changes in the Script_AI scripts that I want to test, and I think I compiled the Abbidon correctly. I use the ScriptParser to open the Abbidon_Main script and just compile it right, and thus it also compiles the changes I made to the Script_AI files too (since they are included)?

How do I setup the game, and check on the AI's progress to see if it is executing the code correctly?

How do I turn on debugging?

Are there any command line functions I could process to speed up the turns so I can see how well the AI does in later stages of the game?

‹ Help with a sniping mount... Balance Mod 1.09 works with german version? ›
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Captain Kwok's picture
Mod Designer

Re: AI Development and Testing Questions

Submitted by Captain Kwok on Sun, 2007-12-02 15:46.

It's easiest if you compiled one of the default AIs, since they can be picked by the player during race setup. This will allow you to turn all ministers on to see how the AI is handling the changes.

Use the cheat 'runturns x', where x is an integer, will run x turns with all players as AIs.


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