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

AI building problems

Submitted by cirlin on Mon, 2006-10-23 11:15. SE:V MODs

Hello,
I've been running into a problem with how the AI is constructing ships. I have been editing the components and tech areas files, so I image that's where the problem is coming from, but I can't figure out why or how.
Anyway, what's happening is that the AI are not installing offensive weapons on their ships. They are installing them on things like defense platforms (so their planets fire at me), but their ships get loaded up with supply and ordnance but nothing else (except for the basic sensors, engines, etc.)
I had an earlier problem with them not installing engines. I figured out that this was because I had re-named the engine components in the components and tech areas files. I was wondering if there is some file that influenced how the AI builds, and since the names weren't matching it couldn't find the engines to install. If that is the case, perhaps the problem now is that the AI is prioritizing the ship layouts weirdly. The missiles are not modded at all, but I have changed the names of the beam weapons (and added a new one), and before modding I noticed the AI heavily favored anti-proton beams, so maybe it's trying to follow that structure, but can't find the beams to do it with.
Anyway, does this ring any bells for anyone? Or does anyone know what file influences how the AI builds?

‹ Flat cost curve mod Missile Battle Mod ›
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Captain Kwok's picture
Mod Designer

Scripts need to be updated...

Submitted by Captain Kwok on Mon, 2006-10-23 13:19.

Most of the AI design algorithm is built on the names of the components/weapons rather than the abilities. The file Script_AI_DesignCreation.txt has most of the relevant entries, but also Script_AI_GlobalSettings.txt (Engine, LS, CQ amounts, and extra componenets to add) and lastly most weapons for designs to use are stored in each of the [Empire]_Main_Script.txt files...

You could probably fix most of it by changing the names of the items in the above mentioned files to your new ones and then re-compiling the scripts and placing the compiled scripts .csf into their approriate empire folders.

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Well I've been messing with

Submitted by cirlin on Tue, 2006-10-24 12:46.

Well I've been messing with the files you mentioned without too much success yet. But I was just finally figuring out what I might need to change in the Script_AI_DesignCreation.txt file. However when I try to compile it I get variations of this error:
====================================================
Errors
====================================================
Could not parse Script_AI_DesignCreation.txt(line #183): Invalid Variable Name(lst_AI_Design_Type_Name)
Could not parse Script_AI_DesignCreation.txt(line #183):
Could not parse Script_AI_DesignCreation.txt(line #183): Bad Set Declaration
Could not parse Script_AI_DesignCreation.txt(line #186): Invalid Variable Name(lst_AI_Design_Type_Name)
Could not parse Script_AI_DesignCreation.txt(line #186):
Could not parse Script_AI_DesignCreation.txt(line #186): Bad Set Declaration
Could not parse Script_AI_DesignCreation.txt(line #199): Invalid Variable Name(lst_AI_Design_Type_Name)
Could not parse Script_AI_DesignCreation.txt(line #199):
Could not parse Script_AI_DesignCreation.txt(line #199): Bad Set Declaration
Could not parse Script_AI_DesignCreation.txt(line #215): Could not find ENDIF
Could not parse Script_AI_DesignCreation.txt(line #68): Unmatched Forward Function for set_ai_design_type_for_design

The Weird thing is that this error is from the original, unmodded file. So since it has errors on the original I can't figure out what it is I need to fix or add. Any ideas?
Thanks again.

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Captain Kwok's picture
Mod Designer

You're compiling the wrong file.

Submitted by Captain Kwok on Thu, 2006-10-26 10:39.

You don't compile the design creation file itself. You only compile the Empire script files -i.e. Abbidon_Main_Script and so on. I usually compile Default_Main_Script.txt first, which is used by the player's ministers.

You can also click on "Make All Files" and load the All Races MakeFile.txt file to generate all the AI scripts at once.

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Oh, Ok. Thanks for the info.

Submitted by cirlin on Thu, 2006-10-26 11:14.

Oh, Ok. Thanks for the info. I have messed with those ones, though at first they didn't seem to change anything. After playing for a while though the AI seems to get past it's obsession with sattelite laying ships and kamikaze ships, and finally building some reasonable attack ships.
Thanks again.

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