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 5 utilisateurs et 118 invités en ligne.

Utilisateurs en ligne

  • ekolis
  • GambitUK
  • BlueTemplar
  • Faithful
  • battlespud

Languages

  • English English
  • French French

Parcourir les archives

« August 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

GUI program for editing AI scripts

Soumis par CP1985 le Jeu, 2007-12-27 02:14 SE:V MODs

Is anyone working on a program that will change/edit AI script files? The AI scripts are too complicated to try and edit for me. It would be nice to have a program that loads a mod, analyzes the data files and writes AI script files for them.

As of now I cant do what I want with my mod. Adding new vehicle sizes and changing the life support/crew quarters requirements. I want to change it so its based on tech level of life support/crew quarters but I dont have a clue how to do so. It would be nice if this program had the option of changing things like this.

‹ Balanced Mod v1.12 with FQM or Unnamed v1.08 with FQM problem Stargate Mod. ›
» 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 ekolis
Mod Designer

Re: GUI program for editing AI scripts

Soumis par ekolis le Jeu, 2007-12-27 09:34

Analyzing the data files and writing scripts for them is a hard enough task for a human, let alone a computer program... I guess there are really two routes one could go here (or use both!):

* Write an "adaptive" AI layer on top of the existing functions which is capable of analyzing a limited variety of situations. For instance, most if not all of the existing SE5 AI's have pre-scripted lists of techs they will research, in order, no matter the situation. These AI's will break if you add or remove techs. However, if you develop a module which is capable of analyzing the tech tree and determining "hey, if I research these techs, I get a new weapon", then that AI module could be used in *any mod* and perform reasonably well. I'm not sure if such scripting tools exist, but it seems like something trivial for Aaron to add if it's not there already - basically all it would require is a Get_Results_Of_Research_Into_Tech(long techID) function which returns a list of components, facilities, tech areas, etc. provided by research into a specific tech area given an empire's current state! And actually, there *is* a datafile-parsing function, so you could read the mod's datafiles directly if there's no way to get the tech results any other way, though I don't think there is a formula-evaulating function... ask Aaron and he might add one! Smiling

* Write a plugin or language mapping for some text editor or IDE (or even a custom editor) which would provide syntax highlighting and possibly even code completion hints for the SE5 scripting code format. As a matter of fact, I started on something like that for Netbeans, but I could never get it to work right... anyone here know a lot about regular expressions and abstract syntax trees?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

» 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 :

  • Issues with Baseship combat pitures
  • Research By Percentage SUCKS
  • Space Empires V 1.74
  • Space Empires V
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List

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 :

  • Best Attack Ship
  • Combat Firing Question
  • Hows the current AI?
  • Game crashes in MP when trying to open the Space Simulator (BM1.03)
  • Q: Impact of gifts
(c) Strategy First, Inc. All rights reserved.