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

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

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

Rechercher

Qui est en ligne

Il y a actuellement 3 utilisateurs et 233 invités en ligne.

Utilisateurs en ligne

  • Randallw
  • BlueTemplar
  • goduranus

Languages

  • English English
  • French French

Parcourir les archives

« December 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        
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Scripting questions

Soumis par Sinapus le Lun, 2006-11-27 18:44 SE:V MODs

The speed settings in the AI_Minimum_Speed_Ship script file. Is that the number of engines it will try to add up to the hull's limit?

Basically, I'm thinking of changing engines per move for most ships to 2 and wondering if that would require mass changes in the AI scripts or if it'd simply install as many engines as possible and their movement would be limited.

Most of the mods I'm wanting to make are in the category of "tweaks" that don't require massive re-vamping of the AI scripts.

‹ Modding ship engine upgrade pathway Ship design and default combat strategies. ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de Captain Kwok
Mod Designer

Engines and design script

Soumis par Captain Kwok le Lun, 2006-11-27 19:31

What do you hope to accomplish by changing EPM to 2? It will only half the speed of ships unless you plan on more movement points from the engines...

If you're just making it 2 EPM without other changes, then you'll also have to edit the first section in Script_AI_GlobalSettings.txt for the number of engines to add for each ship size.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

I'm trying to lower the

Soumis par Sinapus le Lun, 2006-11-27 20:29

I'm trying to lower the starting speeds of the ships. From what I see on the copy in the file you mentioned, it will add 12 engines for a frigate, which if I set EPM to two, will make a starting speed of six, or seven with the enhanced propulsion ability.

Will increasing EPM to two make it try to add 24 engines? If not, I think what I'm trying to do will work out, especially if the EPM change I make divides evenly into the max engines for a design.

Hm. Judging from the AI_Construction file, my idea of giving advanced facilities some extra abilities with higher levels might actually work so long as the "Sys_Get_Best_Facility_With_Ability" works.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Engines and script stuffs

Soumis par Captain Kwok le Mar, 2006-11-28 01:36

If you're just halving movement, you should be fine. The number of engines will stay the same as it won't try to add more engines. It looks at the engine "recommendation" in AI_Script_GlobalSettings.txt and the number need to get the desired speed and adds whatever number is less.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Good.

Soumis par Sinapus le Mar, 2006-11-28 15:38

Will the AI also use ComponentEnhancement.txt items if it is available? One of the mods I did in SE4 was an "engine mount" that made some smaller (and weaker structured) engines for the lighter hulls and bigger (with stronger structure) engines for the heavier hulls. The SE4 AI would use them with the default vehicle design scripts pretty well, though sometimes I forgot to use them.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

It will use mounts...

Soumis par Captain Kwok le Mar, 2006-11-28 15:45

Yes, the scripts tell the AI to grab the last legal mount in the file that can be used with that component.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Can that be changed?

Soumis par Phoenix-D le Mar, 2006-11-28 17:29

Sounds like how SEIV worked. Can that be changed?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Sort of good.

Soumis par Sinapus le Mar, 2006-11-28 18:43

Captain Kwok wrote:
Yes, the scripts tell the AI to grab the last legal mount in the file that can be used with that component.

I just glanced through the VehicleSizes.txt file and noticed there's a lot of overlap between hull sizes, especially in the lower range. Is there a variable that lets you specify a specific hull type? Get_Vehicle_Type()="Frigate" or similar?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Script stuffs

Soumis par Captain Kwok le Mar, 2006-11-28 20:09

Phoenix-D - You can probably call for specific mounts. I haven't looked much into it though.

The function Get_Vehicle_Size_Class_For_Size in Script_AI_DesignCreation.txt is responsible for getting the vehicle sizes listed in Script_AI_GlobalSettings.txt - you could use some extra variables here connected to design types to call for specific hull types. It's on the to-do list for the Balance Mod.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

So...

Soumis par Sinapus le Mar, 2006-11-28 21:03

Get_Vehicle_Size_Class_For_Size()="Frigate" or similar?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

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

Contenu populaire

Aujourd'hui :

  • Babylon 5 Wars SEV Mod Update
  • Known SE5 v1.74 Bugs
  • Research By Percentage SUCKS
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Bad Bookkeeping

Depuis toujours :

  • 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

Dernier accès :

  • Issues with Simultaneous moving
  • wormhole beam ??? and whats the point...
  • Balance Mod Updates...
  • Launching units
  • Multiracial Empires?
(c) Strategy First, Inc. All rights reserved.