![]() |
Modding Questions (especially need help for AI)
First off, thank you very much everyone for their 2 cents in the other modding threads and on my previous questions. Now on to the questions http://forum.shrapnelgames.com/images/icons/icon7.gif
Where in the component enhancement file should tech pre-reqs be placed? (or is this not enabled, saw differing opinions in previous threads) Do seeker weapon missile mounts work? I have tried and it seems to DISPLAY the change (and the size and dmg cap are changed), but damage and range seem to be unaffected in practice... How can you give a single weapon a combat to-hit bonus without affecting all the weapons on the ship? Is there any way to EXCLUDE a single weapon/component from a weapon mount? (without simply adding ALL the others to the comp family specifications) Is there a simple way to tell when and in which direction the program will round a number? How can one edit the AIs to comply with a new mod? How can one set a limit on the number of a component that can be used in a design? What is a good way to test a mod? How much do troops affect a populace's happiness, can this be modified, if so then how/where, and how can you tell that it does (other than watching the 400+ troops you just dropped on the rioting planet make it jubliant the next month)? [edit(s) - more questions] [ December 29, 2002, 06:30: Message edited by: LostCommander ] |
Re: Modding Questions (especially need help for AI)
Quote:
|
Re: Modding Questions (especially need help for AI)
Quote:
|
Re: Modding Questions (especially need help for AI)
Quote:
Quote:
Playing lots of test games is the best way to go, either solo or with volunteer betatesters helping. You can also set up hotseat solo games with more than one empire under your control, if the AIs can't handle the mod. Quote:
|
Re: Modding Questions (especially need help for AI)
Capnq, thanks for happiness info! http://forum.shrapnelgames.com/images/icons/icon7.gif For the weapon to-hit bonus, I am making new weapons and just wanted to know which ability it was (for a single weapon emplacement and not necessarily PD). I looked through the abilities file and could not find it. For the AI, my problem is illegal ship designs. I have gone through and crushed all non-conforming weapon family #s from the components, but there are still too many engines. I would like the AI to make the ships as fast as is legally possible, and no faster.
Desdinova, thanks for component restriction info! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding Questions (especially need help for AI)
Can you be a bit more specific about the illegal desings? If you post the design and the engine components, some people might be able to help.
Rollo |
Re: Modding Questions (especially need help for AI)
http://forum.shrapnelgames.com/images/icons/icon7.gif Sure Rollo. The only change in the vehicle size file that the AI has access to is that Escorts and Frigates are allowed 8 engines and Destroyers and Light Cruisers are allowed 7 (as opposed to the original 6 for all lower warships). I am running across AI:
Escorts - command comps (B,LS,CQ), 1 DUC, and 9 regular, everyday Ion Engines. Frigates - CCs, 2 DUCs, a supply storage, and 9 Ion Engines. Destroyers - CCs, 4 DUCs, 1 SS, and 13 engines... DUCs and IEs are completely untouched, ss was given 3K supplies instead of normal 500. I am, well... lost... as to what to do about it. |
Re: Modding Questions (especially need help for AI)
Quote:
|
Re: Modding Questions (especially need help for AI)
Graeme Dice, Thanks! I am not sure why I could not figure that out. Even listed in the SEIV modding 101 page... *shakes head* better get some sleep I suppose.
BTW to anyone, can combat to-hit / to-be-hit modifiers be set to more than 99% / less than -99%? |
Re: Modding Questions (especially need help for AI)
hmm, not sure why you get illegal designs with the changes you mentioned, but i have a suspicion...
what AI causes this? can you paste the design from the ..._AI_DesignCreation file. that would help a great deal to track the problem. |
All times are GMT -4. The time now is 12:36 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.