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Home » news » forums » Space Empires V » Space Empires V General

Trying to make a little RPG for fighters

Submitted by Bondalf on Sat, 2008-03-15 15:54. Space Empires V General

Hello all,

As i saw in many posts, it seems to be impossible to make each fighter unique, as they haven't their own experience like ships.

I have tried to modify :

VehicleSizes.txt :

By changing value "Ability 1 Amount 1 Formula"" for hability
Combat To Hit Defense (changing the value with random(5,30)).
It runs but each time i click on the ship, value changes each time Sad

I have tried to change value for space combat turn rate and space combat acceleration rate (by replacing values with random)
but it seems SE5 don't like this (ships won't move in tactical)

Exemple :

Space Combat Maximum Speed Per Movement Point := 0.001
replacing with
Space Combat Maximum Speed Per Movement Point := random (0.0005, 0.001)

Same for Components.txt.

It runs but each time i click on the ship, value changes each time Sad

Someone has some ideas about this ?

‹ 1,71 changing game settings Cloaking Problem ›
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Re: Trying to make a little RPG for fighters

Submitted by Sandermatt on Sun, 2008-03-16 04:45.

Probablyyou should tery it in the mod forum.

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Re: Trying to make a little RPG for fighters

Submitted by Bondalf on Thu, 2008-03-20 17:46.

I have looked for some posts about it, but seems it is impossible.

However, i have a question :

I have created several "small fighters" in vehiclesize.txt file :

First, i have named it : small fighter recruit, and son on until small fighters elite. what it changes, it is space combat turn rate and space combat acceleration rate for this small fighters.

After that, in script_AI_globalsettings, i have added that :

if (bool_Race_Uses_Fighters) then
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter recruit")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER)
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter regular")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER)
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter veteran")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER)
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter elite")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER)

But, in every case AI create only one fighter design (always the same : small fighter elite

I would like AI design all kind of fighters (composants are the same for all this kind of fighters), and when it want to add to queue a fighter, it make it randomly, with for instance :
50 % : recruit
5 % : elite
and son on...

Is it possible with the AI script to do something like this ?
Thanks a lot for your answers,
Bondalf

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Captain Kwok's picture
Mod Designer

Re: Trying to make a little RPG for fighters

Submitted by Captain Kwok on Thu, 2008-03-20 18:27.

The way the design script is setup, it will always use the last available size.

To accomplish your idea, it might be better off to add new AI design types which call for specific vehicle sizes.


Space Empires Depot | SE:V Balance Mod

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Re: Trying to make a little RPG for fighters

Submitted by Bondalf on Sat, 2008-03-22 12:48.

Hello Captain Kwok

Tanks a lot for you answer. Now i can have several fighters by using another variable :
if (bool_Race_Uses_Fighters) then
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter recruit")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER_REC)
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter trained")
call lst_AI_Vehicle_Sizes_AI_Size.add(AI_VEHICLE_SIZE_SM_FIGHTER_TRA)
call lst_AI_Vehicle_Sizes_Name.add("Small Fighter regular")
call lst_AI_Vehicle_Sizes_AI_Size.add
...

The only problem i have now, is it makes all but one vehicle obsoletes, because all are the same type. Do you mean, than i can create a unit type from scratch (for instance fighter_rec for fighter recruit) in vehiclesize.txt to avoid the fact than the AI wants only one one fighter valid and only one ?

Else, if it not possible, i will modify script_AI_construction.txt (function Get_Race_Design_Type_To_Purchase) and will test current_ai_design_type = fighter and not test with it (not Sys_Is_Vehicle_Design_Obsolete(design_id)).

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Re: Trying to make a little RPG for fighters

Submitted by Bondalf on Tue, 2008-04-01 16:37.

It is ok now. I can have when AI construct fighters different level fighters (depending on a %). So, when it construct 20 fighters, i have some regular, some elite, and so on. Same for fighters bombers.

I have used something like that to generate them :

xx = random (1,100)

If xx between 1 and 30 ==> regular
if xx between 30 and 40 ==> elite
....

I have used space compat turn and acceleartion rate to differency them.

Seems all is running nice.

Thanks.

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