Coding Questions |

I'm geting ready to make my own mod, and I have a few questions...
What does the stuff in "EmpireGainedAbilities" do? Or is it a null-file of some kind?
What does "morale" (in the shipexpeiance file) do for ships?
How do I re-script the AI to deal with changes I make (AKA: where can I find a tutorial on the AI scripts, assuming someone has written one already).
Does the following code (taken from techareas.txt) do what I think it does?
Requirements Evaluation Availability := AND Controls which combination you need: AND means both, OR would mean either of them, and I"m guess there are other combinations?
Requirements Evaluation Allows Placement := AND "If you have these requirements, you can place this tech"??? (Maybe meant for components, so you can place them even if you don't know them?) Looking at Vehicle Sizes, this looks like it might be used to differentiate between the stuff you have to have to finish the ship, and what you need to see the ship size as an option?
Requirements Evaluation Allows Usage := AND I'm thinking this is used for somethign similar to the above?
Is it possible to have a component / vehicle scale with two tech levels? For example, I might have an organic frigate with armor regenerating and maintenence reduction capacity (see balance mod). Could I have the ship construction techs scale its size/cost, while organic technology scales its armor regen and maintenance reduction? Or can I have a weapon where one line of research increases damage, another increases range / travel rate, and a third increases durability (a seeker, obviously).
I'll probably come up with more ideas as time passes...
Those lot do what they say
Those lot do what they say on the tin. The two marker
Hidden in Combat means it hidden in combat. For example mines are hidden in combat.
Abilities Added to Parent When In Cargo. I'm not sure this is implemented yet, but what it does means you can apply bonuses to cargo and they transfer to the ship or base they're stored on. Example, satillites with shield regenerators would in theory help regenerate the ship they're stored on.
Your lord and master (below Foamy) LordHavoc
Abilities added to parent when in Cargo
In VehicleUnitTypes that ability shows up for Weapons Platforms only, so I'm guessing it's for when they're on a planet. Though it would be amusing to have it work while being carried by a colony ship or transport.
Imagine:
Lone transport jumped by frigate and frigate finds out transport is carrying 10 WPs loaded with capital ship missiles and enough ordnance to fire a few volleys. 
I never thought of weapons
I never thought of weapons being added. I've usually only thought of combat bonuses and stuff.
There must be something coded that only makes them effective on planets. Because I've never seen a transport laden with WP's have that kind of firepower. Shame though, it would have been amusing.
Your lord and master (below Foamy) LordHavoc
Abilities aren't weapons
Abilities is stuff like combat bonuses, movement, etc. Weapons are covered seperately with the lines:
Can Fire Into Space From Planet Surface
Can Fire Into Space From Ship Cargo
Note: not everything listed in the date files works! Make sure to test it before basing any part of a mod on it. 
Doesn't do anything
As far as I can tell tonnage structure on hulls has no effect.

Tonnage Structure
The hull tonnage structure may be a base amount of health a hull has without any components. All components could be destroyed, but the ship would live until that last bit is removed.
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With all these people, you would expect one of them to carry an iguana around...
2
That would because the second item has the [%Level%] variable and the first does not.
Target type list
"Missile" isn't a valid target. You want "seeker".
Going to 500 has no effect on that. 
Unitypes
Ah, ok. Forgot about the custom unit types.
all I can say there is make sure you've got the spelling exactly the same, down to the capitaliztion.
ai files
what program do I need to open these silly ai files? 
se5/utilities/scriptparser/
se5/utilities/scriptparser/
thanks :)
Very definately 





Responses
EmpireGainAbilities.txt is implemented at this time. I think at one point Technological/Organic/Crystalline ships were going to use all unique components but it never happened that way. I'm still hoping it might be able to implemented in that researching certain levels of theoretical sciences might open up the racial trait areas...
Morale is not implemented.
There are no tutorials available on the AI Scripts at this time. Some of the scripts contain in-line documentation though. The Script_AI_DesignCreation.txt probably has the most.
If there are two or more requirements, "AND" means you need both and "OR" means you needs either. By default it seems everything has "AND" regardless if it has 1 requirement etc.
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