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 3 users and 167 guests online.

Online users

  • Randallw
  • crazydog
  • azacool89

Languages

  • English English
  • French French

Browse archives

« Octobre 2008  
Lu Ma Me Je Ve Sa Di
    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

Cap Missile Research problem

crimson's picture
Submitted by crimson on Fri, 2008-07-18 09:42. SE:V MODs

Hi, guys. Got a question. I was going though the code in BM on some of the ..._Main_script.txt and notice something about cap missiles. See, I can't see where the code tell the AI to research "Missile weapon", but I see that the script tells the AI to use it for "lst_Ship_Heavy_Weapon_Name". Am I missing something and the script is calling it another way or what. Thanks for the help. Oh, examples can be find in default_aggressive_main_script and Xiati_Main_script under the "Set_Race_Research_Areas" function.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

highlighter/User define lang for NOTEPAD++ for SEV
Crimson Concept Mod for SEV

Crimson

‹ Planetary Pictures & Models Anyone work these out? ›
» 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.
Captain Kwok's picture
Mod Designer

Re: Cap Missile Research problem

Submitted by Captain Kwok on Fri, 2008-07-18 12:09.

Look for the lst_Research_Tech_Area_Name entries in any race's main script. These lists are read in the function Add_Wanted_Tech_Areas_For_Designs in Script_AI_Research.txt and the appropriate weapon tech areas are added to the research queue here.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments
crimson's picture
Mod Designer

Re: Cap Missile Research problem

Submitted by crimson on Fri, 2008-07-18 17:26.

Hi, that's what I was looking at when I notice that the AI would want to use the tech, but not research it in the section above where the other weapon tech areas were. Also it's not all the races that is having this problem, just a few.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

highlighter/User define lang for NOTEPAD++ for SEV
Crimson Concept Mod for SEV
Crimson

» 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:

  • Star Wars SEV ship set available
  • No Point Defence in Technology in Balance mod
  • New Engine System
  • Research By Percentage SUCKS
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List

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:

  • Balanced Mod v1.12 with FQM or Unnamed v1.08 with FQM problem
  • Chronicles of the Huyok
  • War and Civilization 3
  • Does an active Mod community slow official patches?
  • Invasion! Monster Free
(c) Strategy First, Inc. All rights reserved.