.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Add_Tech_Area Mod question (http://forum.shrapnelgames.com/showthread.php?t=30961)

aegisx October 14th, 2006 04:38 PM

Add_Tech_Area Mod question
 
In the AI empire setup script, what does Add_Tech_Area actually do and what does it's second parameter mean?

Phoenix-D October 14th, 2006 04:43 PM

Re: Add_Tech_Area Mod question
 
Add_Tech_Area interacts with the Script_AI_GlobalResearch.txt file.

As far as I can tell,
call Add_Tech_Area("Psychic Studies", 3)

means for this research age, add Psychic Studies to the research list, and research it up to level 3.

aegisx October 14th, 2006 04:47 PM

Re: Add_Tech_Area Mod question
 
so...

call Add_Tech_Area("Weapon Overloading Weapons", 1)

I don't think Weapon Overloading Weapons are available at the start right? Does that mean to research it when it comes available?

Are research ages setup options? So you can start with high tech?

Phoenix-D October 14th, 2006 04:50 PM

Re: Add_Tech_Area Mod question
 
No, ages are something thats used in the other file. Basiclly its a "do all this, move onto the next age" sort of thing. I haven't messed with the scripts enough to know exactly how that works.

aegisx October 14th, 2006 04:58 PM

Re: Add_Tech_Area Mod question
 
To even add a new empire, do you have to list that new empire somewhere, or does just having the directory put it in there?

Phoenix-D October 14th, 2006 04:59 PM

Re: Add_Tech_Area Mod question
 
It doesn't have to be listed, just the folder in Empires. At least that's how I think it works. http://forum.shrapnelgames.com/images/smilies/happy.gif

aegisx October 14th, 2006 05:07 PM

Re: Add_Tech_Area Mod question
 
Cool, really gonna need a mod reference, so many functions

Captain Kwok October 14th, 2006 07:07 PM

Re: Add_Tech_Area Mod question
 
Quote:

aegisx said:
call Add_Tech_Area("Weapon Overloading Weapons", 1)

I don't think Weapon Overloading Weapons are available at the start right? Does that mean to research it when it comes available?

Are research ages setup options? So you can start with high tech?

There is a list at the bottom of the Script_AI_Research file that describes the prerequisites for each tech area. So in theory it will add the prerequsisites to the tech queue first if they haven't been researched yet.

aegisx October 14th, 2006 07:30 PM

Re: Add_Tech_Area Mod question
 
So the Add_TechArea function is telling the AI to research that tech (and prereq's)? So in the Terran example, its saying we want the Terrans to research Weap Overloading path?

In the Research file alot of tech areas are in the ages, why put it in the setup script? Thanks

Captain Kwok October 14th, 2006 07:51 PM

Re: Add_Tech_Area Mod question
 
The setup script picks the starting techs in game setup, where the other ones are for in-game research.


All times are GMT -4. The time now is 02:00 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.