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Re: An Interesting Problem (Modding Help Needed)
Thanks JLS, I will give it a whirl.
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Re: An Interesting Problem (Modding Help Needed)
I would love to know enough about modding to be able to go through all the STM's Race AI's and set them up so they rocked.
But I know nothing next to zero when it comes to this, and the learning curve has been steep. Not to mention that modding these files is a very detailed and time consuming process. |
Re: An Interesting Problem (Modding Help Needed)
<font color=blue>Question 2</font>
Ok, what do I need to do in order to get the AI to properly design a new design that I have added in the VehicleSize file? For excample, I added the War Station to the vehicleSize file and when I come to it in a game the AI has designed one, but it only has shields. How can I get the AI to add weapons and other components to this base automatically? |
Re: An Interesting Problem (Modding Help Needed)
Your (STM/AST MOD) is the best we may ever see in se4 and your AI is truly coming along very well.
Your Standards are truly unrivaled http://forum.shrapnelgames.com/images/icons/icon12.gif and any individual that Played will know this statement is not bull or just being polite; The STM is the finest MOD in all aspects. [ February 02, 2004, 13:27: Message edited by: JLS ] |
Re: An Interesting Problem (Modding Help Needed)
Revised and reposted above
[ February 02, 2004, 19:06: Message edited by: JLS ] |
Re: An Interesting Problem (Modding Help Needed)
Thanks JLS, http://forum.shrapnelgames.com/images/icons/icon7.gif that was very kind. I wish I had the skill you have at AI mastering, but what I have learned, I have copied from others or have been taught by people like you.
I am play testing the 1.5.0 Version now, and aside from the two mention issues below, the mod seems to be running smoothly. I hope when this Version is released, that all that will remain will be a minor bug fix or small balance tweaking. I would like to get going on STM 2.0 and finish the Conquest Mod someday before SE V comes out. |
Re: An Interesting Problem (Modding Help Needed)
Quote:
- - - - -- - Depending how you have your Components file set up (Arranged order); may and will depend on the armor or shield etc. that the AI will default load from most data lines: AI Design File: Shields Spaces Per One:= #### Armor Spaces Per One:= #### NOTE To have this load you WILL NEED Armor Ability on your Item Number of Abilities data area; within your Components file. Number of Abilities := 2 Ability 1 Type := Armor Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := " ~~~" "Leaky Armors" If without above; will get tricky for the AI to load and you may want to wait for the next se4 Upgrade v186g +. - - - - - - - - Emissive Armor Value1 = Amount of damage reduced per hit. Value2 = To have other Armors or any non-default item that do not have any other usable non-conflicting Ability or that will not load by the AI as above or as a maj Weapon, sec Weapon or disguised as such or (other) means, etc. you may need a TAG name eg: (Examples for a modded item) Planet - Shield Generation Value1 = Amount of shields generated. Value2 = (PvK: Used as AI tag for regular armor.) Resource Generation - Radioactives Value1 = Amount of radioactives generated per turn. Value2 = (JLS: Used as AI tag Planetary Weapons used for AI Balance for fighters and BC ships and up.) = = = The new Patch may have other options to handle how the AI loads Version 1.86: 1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components. = = = = = With Pre v185g as it is now. The Abilities file has the initial references for the AI and then this reference (if not used as a component ability already) can be added to the Abilities of your desired load item in the Components files. To have the AI load a legal non-defaulted item, just place your (newly Reserved taged name) Ability in its Design file. HOW TO - Example and Reference Example: Default Armor was YOUR DESIRED AI COMMON ARMOR as per your released Component data file; pre aranged setup. In this example a "Common Armor" was this default. Armor Spaces Per One := 10000 Emissive Armor Misc Ability 4 Name := Emissive Armor Misc Ability 4 Spaces Per One := 2000 And we also want this AI to load “Armor of Doom“: - Example step one. Abilities DATA File: Warp Point - Turbulence Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage) Value2 = (STM: Used as AI tag for DOOM armor.) (add) Star - Unstable Value1 = Chance that sun will explode each year. Value2 = Sector - Sight Obscuration Value1 = “~~~~” - - Example step Two. Components DATA File Name := Armor of Doom Description := Neat doom stuff.. Pic Num := 194 Tonnage Space Taken := 10 Tonnage Structure := 100 Cost Minerals := 60 Cost Organics := 0 Cost Radioactives := 30 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Armor Family := 1911 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Armor Tech Level Req 1 := ## Number of Abilities := 2 Ability 1 Type := Warp Point - Turbulence (add) Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Armor (depends on your mod) http://forum.shrapnelgames.com/images/icons/icon12.gif Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Weapon Type := None - - - Example step Three. RACE_AI_DesignCreation File Name := War Station Design Type := Defense Base Vehicle Type := Base Default Strategy := Optimal Firing Range Size Minimum Tonnage := ### Size Maximum Tonnage := #### Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 0 Desired Speed := 0 Majority Weapon Family Pick 1 := 8 Majority Weapon Family Pick 2 := 2 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 34 Secondary Weapon Family Pick 2 := 25 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 400 Armor Spaces Per One := #### Majority Comp Spaces Per One := 300 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 10000 Secondary Comp Ability := Weapon Num Misc Abilities := 12 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 600 Misc Ability 2 Name := Warp Point - Turbulence (add) for DOOM ARMOR) Misc Ability 2 Spaces Per One := 1000 or your #### SPO # := 10000 is usualy only one item will load, and the lower this (SPO) number the more of that item will be loaded Misc Ability 3 Name := Shield Regeneration Misc Ability 3 Spaces Per One := 10000 Misc Ability 4 Name := Emissive Armor Misc Ability 4 Spaces Per One := 2000 or your #### Misc Ability 5 Name := “ ~ ~ ~ “ - - - - Example Step four: Test to see it has your desired Item Count, if not just reset the SPO #. - - - - - Example Step Five: Add/follow up for the new Design to be called in the RACE_AI_Construction_Vehicles File and test for its Construction. You should be good to go. = = = = = = = = = = = = Also to note: A design is created when a new Component or Vehicle Size has been researched after the date the design was created. All Vehicle Sizes as fair game, and any components which are part of the design type. Vehicle Type is correct for this Design Type. Have the necessary tech for this Vehicle Size. Vehicle Size discovery date is equal to or better than that of the Last design for this Design Type. Vehicle Size falls within the required Minimum and Maximum range of Tonnage. Can support the minimum and maximum required speeds. (enough spaces for engines to provide the minimum speed) (allows no movement for a Maximum Speed of zero) Does not have any Min Percent requirements for a comp type different than the Majority Comp Type. Does not have any Max Percent requirements for the Majority Comp Type. = = = = = = = = = = = = The next se4 Upgrade may make all this and more; very efficient for the se4 AI. [ February 02, 2004, 22:59: Message edited by: JLS ] |
An Interesting Problem (Modding Help Needed)
I have been plugging away on the STM mod all night, and for the most part all seems to be going well.
I have however ran into an interesting problem I assume my problem stems from each races Settings file. When I set the game to start with max tech, non of the race designs ships larger than 500 kt until after turn 20. I noticed this in the settings text for each race and was wondering if there was a work around for this? |
Re: An Interesting Problem (Modding Help Needed)
Quote:
I was under the impression this was already fixed with v184g. In addition your AI settings file may help this: You may have this. Ship Size Tonnage From Start 1 Amount= 510 Max Ship Size Tonnage From Start 1 Num Turns 20 Max Ship Size Tonnage From Start 2 Amount := 610 Max Ship Size Tonnage From Start 2 Num Turns := 40 Max Ship Size Tonnage From Start 3 Amount := 0 Max Ship Size Tonnage From Start 3 Num Turns := 0 If you had above, then please try below pre v178g work around. Max Ship Size Tonnage From Start 1 Amount := 510 Max Ship Size Tonnage From Start 1 Num Turns:= 1 Max Ship Size Tonnage From Start 2 Amoun := 0 Max Ship Size Tonnage From Start 2 Num Turns = 1000 Max Ship Size Tonnage From Start 3 Amount:= 0 Max Ship Size Tonnage From Start 3 Num Turns:= 0 [ February 02, 2004, 13:09: Message edited by: JLS ] |
Re: An Interesting Problem (Modding Help Needed)
After rereading my initial post, I SEE WHAT YOU MEAN, perhaps I covered to many bases http://forum.shrapnelgames.com/images/icons/blush.gif
However, I hope the how-to section will help with the prompting of that AI to load an non-defaulted item; with the example of getting the AI to load the fictitious “Armor of doom” and the use of the three (add) indacaters http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 03, 2004, 14:08: Message edited by: JLS ] |
Re: An Interesting Problem (Modding Help Needed)
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Re: An Interesting Problem (Modding Help Needed)
how come you get so many answer's when you post a problem? http://forum.shrapnelgames.com/images/icons/icon9.gif
would somebody go to my mod thread and at least say something like 'yep, those are your only options?' that would be nice. |
Re: An Interesting Problem (Modding Help Needed)
Well people have to have answers to give them. Have any idea how many questions I have posted in the Adamant Mod thread that never got answered? http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: An Interesting Problem (Modding Help Needed)
nope. but it's probably a high number.
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Re: An Interesting Problem (Modding Help Needed)
Thanks JLS, this will take me some time to decode, but I appreciate the help. http://forum.shrapnelgames.com/images/icons/icon10.gif
Will |
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