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-   -   MODding Problem - Please Help (http://forum.shrapnelgames.com/showthread.php?t=8046)

LostCommander December 19th, 2002 07:59 PM

Re: MODding Problem - Please Help
 
Well, now that I know what is wrong, how do the AI design creation files work? http://forum.shrapnelgames.com/image...s/confused.gif I did not see any weapon family choices in the files specifying the troop weapons and I have no idea how it is choosing X number of engines for a ship. Thank you very much. http://forum.shrapnelgames.com/images/icons/icon6.gif

Wanderer December 20th, 2002 02:35 AM

Re: MODding Problem - Please Help
 
From AI/Default_AI_DesignCreation.txt (not sure what other files need to be changed [presumably the race-specific ones], but here is the best place to start):

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 9
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25

Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 11
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Quantum Reactor
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Multiplex Tracking
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per One := 800
Misc Ability 8 Name := Emergency Resupply
Misc Ability 8 Spaces Per One := 800
Misc Ability 9 Name := Self-Destruct
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Scanner Jammer
Misc Ability 10 Spaces Per One := 10000
Misc Ability 11 Name := Supply Storage
Misc Ability 11 Spaces Per One := 500

Weapon family 1 is the Anti-Proton Beam, 9 is the Ripper Beam and 25 the Depleted Uranium Cannon. The AI will use APBs if researched, but if not researched it'll try and use Ripper Beams. If it hasn't researched those either it'll use the DUCs. Race-specific ones tend to favour better weapon sets...

The minimum and desired speeds are the numbers of engines it'll try and place. I suspect it may check to see what the restrictions on engines are at this point - certainly I've not seen an AI-designed dreadnought in the standard game with 6 engines http://forum.shrapnelgames.com/images/icons/icon7.gif .

Note that replacing all the abilities with
Num Misc Abilities := 1
Misc Ability 1 Name := Space Yard
Misc Ability 1 Spaces Per One := 500
should cause the AI to design attack dreadnoughts with two space yards! So pay close attention to these abilities. Some modders add dummy abilities to certain items that serve no function other than to encourage the AI to use them effectively.

As for troops. I won't paste the whole entry up, although it is somewhat shorter. It calls for weapon families 100 and 101 which are small APBs and small DUCs.

Atraikius December 20th, 2002 01:58 PM

Re: MODding Problem - Please Help
 
Maybe this will help, its a revised Version of the cheat sheet I made back before the Gold Version.

1040385338.zip

LostCommander December 21st, 2002 01:14 AM

Re: MODding Problem - Please Help
 
PERFECT!!

Wanderer December 21st, 2002 11:45 PM

Re: MODding Problem - Please Help
 
'avin that!


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