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

Sorting empire profiles for mods

Image de Rilo57
Soumis par Rilo57 le Mar, 2006-12-12 15:34 SE:V MODs

Has anyone figured out a way to keep empire profiles for different mods streight. I've got the balance mod, vanilla, and my own test mod... I've created empires for each of these mods and now my empire folder is getting a little cluttered. They need to be kept separate because in a mod there could be differences in race charactereistcs...

I've been just putting it all in the file name:

"race name 5K balancemod.emp"

My question is there a way to put these .emp files in with the mod, or a folder within the SavedEmpires folder?

as far as I can tell the Load empire from file button during setup will only load from one folder, and if you put subfolders in, it wont recognize them.

‹ Balance Mod v1.00 available! Components.bmp background transparency colour? ›
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Image de Captain Kwok
Mod Designer

No mod specific .emp folder

Soumis par Captain Kwok le Mar, 2006-12-12 15:45

Unfortunately there is no folder navigation for loading files. I should stick it on my nag list. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Please do that

Soumis par evilginger le Mar, 2006-12-12 15:56

Captain Kwock please do that; also harass Aaron about putting some sort of event memory for the AI. If it helps the blurb for GC II dark avatar is boasting about there AI doing this.

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Image de Rilo57

What is an event memory? I

Soumis par Rilo57 le Mar, 2006-12-12 17:32

What is an event memory? I would expect that the AI remembers that I just attacked his planet last turn. Or is it enough that the AI knows it's at war with me, and it tries to attack me at where ever it can.

SEV, more than a feeling.

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Image de cordas

Event memory is that the AI

Soumis par cordas le Mar, 2006-12-12 17:55

Event memory is that the AI remembers that it sent a ship through Warp Point X, and it got hit by 3 ships and destroyed. The AI should remember this and send a fleet to clear that gate. Rather than continuely trying to send individual ships through that gate to be destroyed.

This should be further advanced so that the AI calculates how many ships are on the other side and sends a fleet it thinks can clear the gate.

I would add in the capability that if the AI was unable to deal with a defended gate for a year or more it should 1st send a scout ship (either a dedicated ship with cloaking, or just a peice of old / cheap rubbish) to gather more upto date information before launching a fleet through the gate.

It should also be told to equip any gate breaker fleet with a mine sweeper if it has the technology.

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Good points

Soumis par evilginger le Mar, 2006-12-12 18:27

Cordas that’s more or less exactly what I meant. Rilo57 as all the AI seems to remember at the moment is how much cumulatively you have P'ssd it off but not how when and where. If it (the AI) did remember how when and where we would make it a better AI to play against.

sorting empire profiles into mod based sub folders would be a good feature on a game one of whos great strengths is its modability

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Image de Rilo57

Take SEV to the next level.

Soumis par Rilo57 le Mer, 2006-12-13 17:27

I have to say this event memory concept is hitting the nail on the head. That alone (if moddable) could really take this game to the next level.

SEV, more than a feeling.

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Image de maran

Indeed!

Soumis par maran le Ven, 2006-12-15 11:36

evilginger wrote:
Captain Kwock please do that; also harass Aaron about putting some sort of event memory for the AI. If it helps the blurb for GC II dark avatar is boasting about there AI doing this.

Ditto on this, its the weakest point of the AI. Especially with it repeatedly sending colony ships through a guarded warp point and such Smiling

I am thinking we could program in some random values now with the code but it'd be much more effective if Aaron could cook something up.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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