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

Noobie question - mod idea

Soumis par DaveC le Jeu, 2008-04-03 00:57 SE:V MODs

Hi Smiling

I've played Space Empires for years and love the game, I was wondering if anyone had created a mod to do something this specific or if it would even be possible to do.

The idea comes from the 'cult' B-movie - The Cube.

Basically, when the game starts all warp points are random, there are no stable warp points. Every turn warp points randomly form, warp points between close systems are more likely than warp points between distant ones and close warp points are more likely to last longer.

I think this would really change the style and tactics of the game a lot, I'm not sure if it has ever been tried or if the AI would cope with it, but would it be possible to mod the game in such a manner?

‹ IRM 0.99b3 Quick question... Can't find what to mod... ›
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Image de Lord Aries Greymon

Re: Noobie question - mod idea

Soumis par Lord Aries Greymon le Jeu, 2008-04-03 01:24

So far as I'm aware, no-one has begun such a mod.
You could try doing so yourself, remember to ask Isopsycho for help, he had to do a bit or warp point script-surgery before.

____________________
I'll make one later.

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Re: Noobie question - mod idea

Soumis par DaveC le Jeu, 2008-04-03 01:57

Ok,

for what I want to do it seems the ExternalEvents is the best place to mod it as it gets processed every turn.

There is already Execute_Event_Execute_Event_Warp_Point_Closed and Execute_Event_Warp_Point_Opened

I don't want to use these as looking at the code it would be writing out hundreds of log events every turn but it shouldn't be to tricky write new functions for that.

I need to store, access and write to a list of all warp points with a couple of new properties attached to each. The warp points need to have an 'age' & 'max age', they also need to have a 'natural' or 'man-made' to avoid breaking the stellar manipulations part of the game.

Questions:

1. How do I store information between turns for processing?

2. Is there already a function that can calculate nearby systems or do I need to write that aswell? (systems don't move so it only needs to be done once at the start of the game as long as I can store that info for later use)

3. Are there any good tutes or guides to scripting around? I've tried the Dosc folder and also a couple of sites but info seems a bit thin Sad

Thanks!

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Image de Lord Aries Greymon

Re: Noobie question - mod idea

Soumis par Lord Aries Greymon le Jeu, 2008-04-03 04:07

#1: I do not know this, I'm a Component and Hull modder, not a Function-Editor. Fryon, or Captain Kwok, or even Devnullicus may know.

#2: I believe there may be such a function, but that it does not work.
I remember that being a big problem with Isopsyco's Battlestar Galatica mod.
There was either no such script (and, unfortunately, if there is no script then only Malfador can create it, as the game lacks the Hard-code to make it function) or the Script was there, but somehow Broken.
Seriously, ask Isopsyco on this one, he recently got his mod working.

#3: I am unaware of any such Tutorials. I'd love to see one, as it could help me get one of my mods working correctly.

As to the warp-points needing new attributes, E-mail Malfador Machinations, and give the reason why they need such attributes.
This was apparently how Isopsyco got several rather important parts of his mod working. And he was pleasantly surprised when it happened.
_____________________
I'll make one later.

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Image de Captain Kwok
Mod Designer

Re: Noobie question - mod idea

Soumis par Captain Kwok le Jeu, 2008-04-03 11:13

1. You want to use Sys_Set_AI_Storage_XXXXXX or Sys_Get_AI_Storage_XXXXXX functions. The scripting doc has the basic usage info on these items. In the stock scripts, they are mainly used for remembering request/anger items in Script_AI_Politics and a bit in AI_Script_StateChange. It's worth a check to see how they are used and which "memory indexes" are in active use before creating your owm.

2. The new function Sys_Get_Lightyear_Distance_Between_Systems will return the light year distance between systems. This is the distance between systems on the quadrant map. In conjuction with Sys_Are_Solar_Systems_Connected, you could easily create an event function that would close or open warp points between systems each turn. Basic outline would be are the systems connected? If yes, cycle through one of the system's warp points to find the WP ID that goes to the other system. Set up a random chance that WP will be closed. For new warp points, you'd check if the systems were connected and if not, set a random chance for a new warp point to be made. Of course, you'd probably add in a light year distance factor of maybe 50-100.

3. There's a small section over at the SE Wiki, but other than the docs that's it for the most part.


Space Empires Depot | SE:V Balance Mod

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Image de Khyron

Re: Noobie question - mod idea

Soumis par Khyron le Jeu, 2008-04-03 15:13

I had been doing some high level design (i.e. day dreaming) about a mod that would require some system warp point manipulation. I did some testing and got the mechanics of what you want to do, but the sticking point will be keeping the variables for each and every warp point every turn. Is it necessary to keep the age and the max age of the warp points or could you have the same effect by using a generic x% chance each warp point each turn to have it move? This would eliminate all the bookkeeping, just loop through all warp points and chose a random number if it is lower than the chance to move then execute the move warp point module. I was even thinking of making the variability on each end of the warp point, so most of the time just one side of the WP would move to another system. The problem I had was that I couldn't find a way to determine the absolute distance between systems.

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