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

Help: Modding the Balance Mod

Soumis par jowe01 le Lun, 2008-01-14 04:50 SE:V MODs

I am trying to modify the Balanced Mod 1.12 in so far that I want to chabge the XiChung into a kind of "Ueber-Race" with threatens the whole galaxy. For this, I wanted to make two changes:
1) Introduce a new racial trait "Bug Traits", which combines several other racial traits and all in all gives a huge advantage. I give this trait a cost of zero, as no other AI will take this.
2) Modify the xichung_main_script.csf and xichung_setup_script.csf to make the XiChung choose "bug traits" during setup and make some minor adjustmnts to gam play

Neither 1) nor 2) seem to work and here is where I need your help.

1)In the balance mod/data folder, I open "RacialTraits.txt" and add another trait "Bug Traits" with nine abilities which I paste over from other parts of the file. I checked, my numbering seems to be correct. the cost of this trait is zero. When I compile xichung_setup_script.csf, I add a line "call Add_Racial_Trait("Bug Traits")"
However, playtesting shows that the AI does not choose this trait. Worse, when I try to choose this trait as a human player, i cannot find it at all. It seems that gam does not add it to the list of racial traits to choose from, i.e. the modified txt file in the balanced Mod folder seems to be ignored or at least my entry seems to be ignored.

Any tips/ideas?

2) In order to modify the scripts, I open the Scriptparser, select "open", go to a folder where i have extracted Captain Kwoks uncompiled scripts and open xichung_setup_script.csf. I make my small changes and save. Then I press "compile". The script gets compiled and there are no error messages. I then copy the script and paste it into the data/empires/XiChung folder of the balance mod. Procedure is then epeated for the xichung_main_script.csf.
However, here playtesting gives a very strange result. The ship designs of the modified XiChung only mount bridges, life support and crew quarters. No engines, no weapons etc.

Again, any tips/ideas? Do I have to place some additional text files in the folder where I have extracted Captain Kwoks uncompiled scripts (because I realize that the main script reads in additional text files)

Thanks a lot in advance

Jörg

‹ Debris Fields with wrecked ships Misplaced planet pictures on selfcreated Maps ›
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Mod Designer

Re: Help: Modding the Balance Mod

Soumis par Captain Kwok le Lun, 2008-01-14 07:23

If you could post the text of the Bug Traits entry that might help flush out the problem.


Space Empires Depot | SE:V Balance Mod

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Re: Help: Modding the Balance Mod

Soumis par jowe01 le Lun, 2008-01-14 18:21

Hi Captain,

I have solved 1/4 of the issue myself. The fact that even as a player i could not choose the "Bug Traits" seems to be due to the position of the entry in RacialTratits.txt. Originally I had it somewhere in the middle of the file text. When I shift it to the end of the text, it becomes available as a player choice during update.

However,

1.) the AI still does not take it although I specify this in the AI setup
2.) the XiChung AI still constructs absurd ships

Concerning 1.) Here is the text for the "Bug Traits":
**************************************************************************************************
Name := Bug Traits
Picture Number := 0
Racial Cost := 0
Number Of Abilities := 10
Ability 1 Type := Race - No Mood Change
Ability 1 Description := Emotionless - Race does not grow angry or happy.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Space Yard Rate Modifier
Ability 2 Description := Planetary Space Yards produce at [%Amount1%]% of their normal rate.
Ability 2 Scope := Galaxy - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 10
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Storage Cargo Space Percent
Ability 3 Description := Planets and cargo components can store 200% more than normal capacity.
Ability 3 Scope := Galaxy - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 200
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Race - Reproduction
Ability 4 Description := Reproduction increased by [%Amount1%]% from Racial trait.
Ability 4 Scope := Galaxy - This Player
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 5
Ability 4 Amount 2 Formula := 0
Ability 5 Type := Race - Environmental Tolerance
Ability 5 Description := Environmental resistance increased by [%Amount1%]% from Racial trait.
Ability 5 Scope := Galaxy - This Player
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := 5
Ability 5 Amount 2 Formula := 0
Ability 6 Type := Ground Combat Damage Modifier
Ability 6 Description := Ground combat damage increased by [%Amount1%]% from Racial trait.
Ability 6 Scope := Galaxy - This Player
Ability 6 Range Formula := 0
Ability 6 Amount 1 Formula := 8
Ability 6 Amount 2 Formula := 0
Ability 7 Type := Boarding Defense Modifier Percent
Ability 7 Description := Ship crews have a combat strength of +[%Amount1%] for fighting off ship capture.
Ability 7 Scope := Galaxy - This Player
Ability 7 Range Formula := 0
Ability 7 Amount 1 Formula := 8
Ability 7 Amount 2 Formula := 0
Ability 8 Type := Point Generation Modifier - Intelligence
Ability 8 Description := Intelligence generation throughout the empire decreased by [%Amount1%]% from Racial trait.
Ability 8 Scope := Galaxy - This Player
Ability 8 Range Formula := 0
Ability 8 Amount 1 Formula := -50
Ability 8 Amount 2 Formula := 0
Ability 9 Type := Point Generation Modifier - Research
Ability 9 Description := Research generation throughout the empire decreased by [%Amount1%]% from Racial trait.
Ability 9 Scope := Galaxy - This Player
Ability 9 Range Formula := 0
Ability 9 Amount 1 Formula := -50
Ability 9 Amount 2 Formula := 0
Ability 10 Type := Storage Facility Space Percent
Ability 10 Description := Bugs are able to tolerate much higher crowding and polution. Planets can store 100% more facilities than normal.
Ability 10 Scope := Galaxy - This Player
Ability 10 Range Formula := 0
Ability 10 Amount 1 Formula := 100
Ability 10 Amount 2 Formula := 0
Number Of Requirements := 0
******************************************************************************************************

And here is the text for the setup script. When I compile it, it is in the same folder as all your UNCOMPILED scripts, Kwok. Could that be the issue? Do I need to compile ALL scripts again in order for the two that I need to work?

Afterwards, I copy the compiled file over to the Balamce Mod. You see, all I change is the call for the racial trait and the change of two vehicle preferences:

****************************************************************************************************
function Main returns boolean
vars
begin

// Set Xi'Chung vehicle usage preferencs
set bool_Race_Uses_Mines := TRUE
set bool_Race_Uses_Fighters := FALSE
set bool_Race_Uses_Satellites := TRUE
set bool_Race_Uses_Troops := TRUE
set bool_Race_Uses_Weapon_Platforms := TRUE
set bool_Race_Uses_Drones := FALSE
set bool_Race_Uses_Kamikaze_Ships := TRUE
set bool_Race_Uses_Boarding_Ships := TRUE
set bool_Race_Uses_Bombardment_Ships := FALSE
set bool_Race_Uses_Normal_Armor := FALSE
set bool_Race_Uses_Cloaking_Devices := TRUE
set bool_Race_Uses_Master_Computers := FALSE

// Pick Xi'Chung Racial Traits

// 2000 Pts
call Add_Racial_Trait("Organic Manipulation")
call Add_Racial_Trait("Bug Traits")

// 3000 Pts
call Add_Racial_Trait("Farming Aptitude")
call Add_Racial_Trait("High Reproduction")

// 5000 Pts
call Add_Racial_Trait("Advanced Storage Techniques")
call Add_Racial_Trait("Propulsion Experts")

// Pick Xi'Chung starting technology
call AI_Set_Age_Research(1)
call AI_Set_Age_Research(2)
call AI_Set_Age_Research(3)
call AI_Set_Age_Research(4)
call AI_Set_Age_Research(5)
call AI_Set_Age_Research(6)

return TRUE
end
*******************************************************************************************************

Concerning 2.): In XiChung_Main_Script, I also only do minor changes. It is rather long, so I am not going to post it here.

So, what am I doing wrong? Is it that i need to recomple ALL scripts again, even if i only need the two I mention?

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Image de Captain Kwok
Mod Designer

Re: Help: Modding the Balance Mod

Soumis par Captain Kwok le Lun, 2008-01-14 21:21

The Bug Traits entry itself looks fine. I think it doesn't show up if you place a new racial trait entry before the end and load an existing empire file from before the change.

If you're just using 2000 racial points, you need to call Bug Traits before Organic Manipulation. The function will exit once there is 0 racial points to spend and therefore wouldn't add as it stands now.

You only need to compile the Xi'Chung main and setup scripts for your changes to take effect.

Not exactly sure what would cause no engines to be added to a design - did you make any changes to the design creation script file?


Space Empires Depot | SE:V Balance Mod

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Re: Help: Modding the Balance Mod

Soumis par jowe01 le Mar, 2008-01-15 12:50

Thanks for the time being. I will change the setup script to call the Bug Traits before the Organic Manipulation.

I did not touch the design creation script at all. All I changed in xichung_main_script.csf was:

- I set the use of fighters to "FALSE" and the use of boarding ships to "TRUE"
- Later in the script, I set the amount of fighters (I think this is to determine relative proportions) to zero and the amoount of boarding ships to a positive figure

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