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Accueil » news » forums » Space Empires V » Space Empires V General

Scripting Language

Soumis par konrad le Lun, 2006-12-11 21:05 Space Empires V General

Does anyone knwo what scripting language
SE V actually uses. is it an offthe shelf
interpreter or soemthing home brewed?

‹ Bugs: Updated ship names, or ship types. Please add "Auto Select" ›
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Image de Thy Reaper
Mod Designer

Good ol' home brew scripting

Soumis par Thy Reaper le Lun, 2006-12-11 22:43

I've never seen any language even similar to SE:V's language, so I'm going to say it's a custom language. There may be some similar lower level languages that I haven't seen yet, but I bet making your own language can be faster than having to teach a program to interpret someone else's.

-----
Give me atmopshperic manipulation cannons, or give me death!

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Image de Rilbur

Someone Told me

Soumis par Rilbur le Lun, 2006-12-11 23:45

Someone told me it was a "bastardized version" of another language, dont' remember which one though.

Basicly he took an existing language and butchered it to fit Laughing out loud
_______________________
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Mod Designer

How far can we push things

Soumis par konrad le Mar, 2006-12-12 04:27

The downside of a home brew system is the lack of any general tutorial on
what is and isn't allowed in the language, and how far a mod can push it.

The one component I would like is one which can open warp points that last for one turn and then auto close (or as close as I can come to such a
mod).

I'm planning to explore the script files tonight and do some experimentation in this direction.

PS: yes I know it changes the game, but then again I want to change the
game.

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Image de tverdoon

Delphi?

Soumis par tverdoon le Mar, 2006-12-12 07:14

I think Aaron programs SE in Delphi so perhaps that's what the scripting language is based on.

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Mod Designer

The scripting is Definetly Pascal

Soumis par konrad le Mar, 2006-12-12 16:47

Having looked at some of the scripts I have to say
that yes this is definetly Pascal (Delphi is really Pascal with objects)

Also the executales in the Utilities directory use the standard Borland Delphi Icon).

As to How to push things I have been experimenting
1) it is possible to get the warp opener to behave in the
way I desire, that is make it lighter shorter range and
prevent it from being destroyed on usage. IT does however
suffer 100% damage so for a ship to be capable of navigating arround by warp it will need a repair bay as well.

As to getting Warp point to close automatically I think this can be done using the External events script.

It seems possible to add code to main that will loop over all open warp points and close them. This approach will give the AI a slight avantage as in a single player
game. I believe the turn sequence is

1) Human Moves
2) AI Moves
3) Event code fires (and in this cases closes all warp points)

This means that the Computer players will have a chance to use warp points createed by the human player but not vice versa. a Sumwhat more balanced solution (though still not perfect) would be to added each new warp point to the timed events list and have it persist for full turn before being colosed. while the External Events script does read and remove things from this list I am not cetain weather it is possible to add events.

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Auto Closing Warp Points

Soumis par konrad le Mer, 2006-12-13 05:46

So I modified the External Events file. and compiled it which showed no complaints. Regretably the desired effect is not happening, and I don't get warp points closing.

Some of the config files suggest that SEV keeps a dubug log arround, does anyone known wher it may be.

In general how is everyone else debugginhg AI scripts?

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Image de Annagil

Not a scripting person, just

Soumis par Annagil le Jeu, 2006-12-14 03:14

Not a scripting person, just meant to say that what you are trying to do sounds cool.. one could do a Bab5 or a Battletech mod with such a feature... ummm. Maybe is time I teach myself scripting, after all...

A

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