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-   -   Generic AI sets (http://forum.shrapnelgames.com/showthread.php?t=6032)

geoschmo May 24th, 2002 09:35 PM

Re: Generic AI sets
 
Quote:

SEIV RACENAME_AI_General.txt file creator ver. 2.0

Download it here.

This utility will create a properly formated AI_General.txt file based on inputs that you give it. It will also check and alert you if you exceed the allowable racial points levels for Option 1, 2, and 3.

Uses Html and javascript. Runs in a browser window. I have verified it works with IE. If you have another browser and can't get it to work, let me know and I'll put something to that effect in the program notes.

Unzip it anywhere and double click on it. It should open in your default browser. You can follow the instructions on screen from there.

Enjoy!

Geoschmo
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, Version 2 is available! And Early. http://forum.shrapnelgames.com/images/icons/icon7.gif

I am pretty much done with it now unless someone has some suggestions. I can see some program areas that could be condensed to decrease the file size, but nothing that would be visible to the user.

As far as what it looks like, I don't really care as long as it gets the job done. Even though it runs in a browser window, it's not intended to be a web page. It's a utility, it's supposed to be, utilitarian. http://forum.shrapnelgames.com/images/icons/icon7.gif But the source code is open if you want to make changes knock yourself out.

If someone has suggestions to make it more user friendly, let me know. I tried to make that a priority. I think the interface is pretty straightforward, but I am in no way saying it can't be improved.

Also if you see any bugs, anything that's not working as advertised, let me know. I'll do what I can.

Geoschmo

Haven May 25th, 2002 12:49 AM

Re: Generic AI sets
 
Geoschmo,
I have no clue how hard this would be but could you link the utility to the Settings.txt, Cultures.txt, RacialTraits.txt, and other txt files in the data directory, then a you could make files for mods and not just for the base game.

geoschmo May 25th, 2002 02:39 AM

Re: Generic AI sets
 
Could I? No. http://forum.shrapnelgames.com/images/icons/icon10.gif Could someone else? Probably.

I suppose it might be possible to write a javascript function that would parse the text files. But I suspect by then it would be easier to wirte something in Visual Basic or some other standalone programing language to do this. I don't know those Languages. I have been wanting something like this for a long time and none of the programmers on the forum seemed interested in it, so I did it the only way I knew how.

About the only thing I would know how to do is plug in the values for the mod that you want to support. This took me a couple days to write, but you could probably whip up something like that in a few hours since the structure is all there, you just need to change some numbers around.

Geoschmo

Markavian May 25th, 2002 12:15 PM

Re: Generic AI sets
 
Javascript, PHP, Visual Basic, C++... whats the difference? The maths and processes behind them is the same..
..the only big differences are things like how data is outputted, and limitations like JS not being able to write to files, and PHP unable to make live dynamic functions..

:-) Grrr JS.. I might just convert ur utility to PHP, http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo May 25th, 2002 02:16 PM

Re: Generic AI sets
 
Quote:

Originally posted by Markavians:
Javascript, PHP, Visual Basic, C++... whats the difference? The maths and processes behind them is the same..
..the only big differences are things like how data is outputted, and limitations like JS not being able to write to files, and PHP unable to make live dynamic functions..

:-) Grrr JS.. I might just convert ur utility to PHP, http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Well frankly the only differance that matters to me is I know some javascript, and I don't know any of those other you mentioned.

I speak Engilsh. Many of the root words and syntax are similer to other Languages such as Spanish and German. But that doesn't mean I can just start talking in those Languages too. http://forum.shrapnelgames.com/images/icons/icon7.gif

I plan to learn some other programming Languages, But I can't do it in a week. http://forum.shrapnelgames.com/images/icons/icon7.gif I too am not thrilled by the limitations of javascript, it's just what know right now.

If you can convert it to php, go right ahead. I do believe that will make it more widely useable as the current Version is pretty much limited to IE.

And by the way, you're welcome. http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo

[ May 25, 2002, 13:17: Message edited by: geoschmo ]

Haven May 25th, 2002 04:12 PM

Re: Generic AI sets
 
Geo,
Thanks for the reply. I know even less about java than you do about the other programs. I like the program, and will use it.

Haven

PS: If someone else improves on it i am intrested in that too.

Markavian May 25th, 2002 05:48 PM

Re: Generic AI sets
 
PHP will make it 'browser compatable'.. but means that it'll need to be hosted on a server somewhere to work, as apposed to your 'offline' way.

I need to sort out a News script, a Gallery for USy.. and then I need a section for dealing with all these poor homeless fleets lying around..

Alpha Kodiak May 25th, 2002 08:51 PM

Re: Generic AI sets
 
Here are the first sets of generic AI files. Let me know if you think that there are needed files that I haven't included (or files I included that aren't needed.)

Crystaline_AI.zip Based on the Tylmai

Religious_AI.zip Based on the Vandron

Organic_AI.zip Based on the Vaxin

If these look good, I'll try to get some others put together.

Markavian May 26th, 2002 10:27 PM

Re: Generic AI sets
 
Thanks they look good. :-)
They'll be good for importing into several fleets already.

Hmm, can anyone program in PHP? 'Cause I can host PHP..

..and if I could create a parser, then maybe we could make these editors a bit more dynamic? hmm get my drift..

Maybe if any AI coders out there could help work out 'what consists of an AI'.. you don't need know how to program, but work out what needs to be edited, what options effect others, and what utilities can be created to help noobs.

Take a look at the JS AI_General.txt creator below for 'ideas' abotu what can be done. I'm sure (damn if I only I had time) I could create something much more dynamic. Its a great starting point tho. :-)

Markavian June 9th, 2002 02:50 AM

Re: Generic AI sets
 
Okay, so its real quiet in this post.
I started myself a new project, and I been distracted frmo USy for a while. Tonite, I wanna make an effort for the next stage of USy.. ocne I've finsihed, you won't notice a single itty bit of difference, oh well.

So many projects, never enough time. Anyone put anymore thought / effort into this Generic AI thing?


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