Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 189 guests online.

Online users

  • crimson
  • lookerbc

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

It was a dud!

Submitted by zippyriver on Mon, 2008-02-04 18:20. SE:V MODs

I am playing stock 1.66 ATM, but am thinking of some basic changes. In my invasions, I have noticed the AI building Satellites and Drones without any weapons (but gets that combat sensor in there Laughing out loud). I would like to fix that. The other thing I noticed was militia carry no weapons either. They should get at least minor weapons. I am wondering if the AIs are ignoring "small weapons" as a tech path, and don't have an appropriate range of choices to make.

What files / entries would need to be changed to fix these problems?

‹ Checking Retrofit Cost How to display in "requirement description" field variable value? ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: It was a dud!

Submitted by Lastdreamer on Tue, 2008-02-05 06:07.

To fix this problem you must MOD the AI, you can find all the file in the utilities/scriptparser folder.
Modding AI it's not so easy...

» login or register to post comments

Re: It was a dud!

Submitted by zippyriver on Wed, 2008-02-06 08:18.

Thanks. Given my current level in Game_Modding_Skills, I think I will wait before messing with the AI. But took a peek anyway and this just don't seem right...

Under Script_AI_GlobalConstants_Tech you find both entries

  AI_TECH_AREA_TROOP_WEAPONS: "Troop Weapons"
  AI_TECH_AREA_TROOPS: "Troops"

But under Script_AI_GlobalResearch you find
AI_TECH_AREA_TROOP_WEAPONS:
      set tech_name := AI_TECH_AREA_TROOPS

Shouldn't the set tech_name read "AI_TECH_AREA_TROOP_WEAPONS"?

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Tweaking the planet art without going all the way to FQM
  • Shipsets, Empires, and dead AIs
  • Space Empires V 1.74
  • Research By Percentage SUCKS
  • Governmet mod/patch/addon

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Key does not work
  • Space Empires V
  • More Moddable
  • Comparison - point calculation
  • Derelict Ships?
(c) Strategy First, Inc. All rights reserved.