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-   -   question about mod tricks (http://forum.shrapnelgames.com/showthread.php?t=7528)

spoon October 3rd, 2002 08:15 PM

question about mod tricks
 
I was browsing some data files, and I'm curious as to what these two abilities do for their associated components....

(from Proportions)
- Armor I
- Ability 1 Type := Planet - Shield Generation

(from P&N)
- BuckyTube Gel Plating I
- Ability 1 Type := Star - Unstable

Are there other neat tricks like this?

Thanks!
-Spoon

Puke October 3rd, 2002 08:38 PM

Re: question about mod tricks
 
those dont do anything, they are just there to help the AI chose components.

spoon October 3rd, 2002 08:57 PM

Re: question about mod tricks
 
Quote:

Originally posted by Puke:
those dont do anything, they are just there to help the AI chose components.
<font size="2" face="Verdana, Helvetica, sans-serif">How so?

Puke October 3rd, 2002 09:14 PM

Re: question about mod tricks
 
the AIs use design creation files that call on specific component abilities. since porportions uses alot of techs that are all good when used right, the AI should not just use whatever its highest tech level is. this allows it to create more specific, delibrate, designs.

Suicide Junkie October 3rd, 2002 09:57 PM

Re: question about mod tricks
 
The P&N example you gave doesn't help the AI at all.

All it actually does is add a description point to the component.
I used that to add the description "Protects against armor-skipping weapons".
I've also used that ability elsewhere to add the description "+ X% to accuracy" for weapons such as WMG which get an inherent bonus that is not normally visible except in combat.

It is very useful to know that your "Anti-Matter Torpedo I" has a +15% accuracy bonus in P&N, instead of having to simulate combat or read the components.txt file http://forum.shrapnelgames.com/images/icons/icon7.gif

Taera October 4th, 2002 12:42 AM

Re: question about mod tricks
 
Hmm.. i had a question about this a while ago...
You use unused abilities. Why not use the closest by meaning ability, or just one, and just put it to 0?

or will it drive the AI crazy?

oleg October 4th, 2002 02:52 AM

Re: question about mod tricks
 
Quote:

Originally posted by spoon:
I was browsing some data files, and I'm curious as to what these two abilities do for their associated components....

(from Proportions)
- Armor I
- Ability 1 Type := Planet - Shield Generation

(from P&N)
- BuckyTube Gel Plating I
- Ability 1 Type := Star - Unstable

Are there other neat tricks like this?

Thanks!
-Spoon

<font size="2" face="Verdana, Helvetica, sans-serif">As already has been said, these abilities are flags to help AI. Take as an example Proportions Armor I. It is not SE IV, rather some sort of "reinforced hull. In fact, PvK renamed it more apropriately in Proportions 2.5 Anyway, by itself, Armor I does not any special ability, noy even "armor". To incorporate it into AI_designcreation file, PvK had to assign some fake ability that is not used by "normal" ship components. It does nothing but let us manipulate AI files

Taera October 4th, 2002 06:01 AM

Re: question about mod tricks
 
Thanks for clearing this out for me.


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