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

GUI program for editing AI scripts

Submitted by CP1985 on Thu, 2007-12-27 02:14. SE:V MODs

Is anyone working on a program that will change/edit AI script files? The AI scripts are too complicated to try and edit for me. It would be nice to have a program that loads a mod, analyzes the data files and writes AI script files for them.

As of now I cant do what I want with my mod. Adding new vehicle sizes and changing the life support/crew quarters requirements. I want to change it so its based on tech level of life support/crew quarters but I dont have a clue how to do so. It would be nice if this program had the option of changing things like this.

‹ Balanced Mod v1.12 with FQM or Unnamed v1.08 with FQM problem Stargate Mod. ›
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ekolis's picture
Mod Designer

Re: GUI program for editing AI scripts

Submitted by ekolis on Thu, 2007-12-27 09:34.

Analyzing the data files and writing scripts for them is a hard enough task for a human, let alone a computer program... I guess there are really two routes one could go here (or use both!):

* Write an "adaptive" AI layer on top of the existing functions which is capable of analyzing a limited variety of situations. For instance, most if not all of the existing SE5 AI's have pre-scripted lists of techs they will research, in order, no matter the situation. These AI's will break if you add or remove techs. However, if you develop a module which is capable of analyzing the tech tree and determining "hey, if I research these techs, I get a new weapon", then that AI module could be used in *any mod* and perform reasonably well. I'm not sure if such scripting tools exist, but it seems like something trivial for Aaron to add if it's not there already - basically all it would require is a Get_Results_Of_Research_Into_Tech(long techID) function which returns a list of components, facilities, tech areas, etc. provided by research into a specific tech area given an empire's current state! And actually, there *is* a datafile-parsing function, so you could read the mod's datafiles directly if there's no way to get the tech results any other way, though I don't think there is a formula-evaulating function... ask Aaron and he might add one! Smiling

* Write a plugin or language mapping for some text editor or IDE (or even a custom editor) which would provide syntax highlighting and possibly even code completion hints for the SE5 scripting code format. As a matter of fact, I started on something like that for Netbeans, but I could never get it to work right... anyone here know a lot about regular expressions and abstract syntax trees?

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