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-   -   Modding Questions (especially need help for AI) (http://forum.shrapnelgames.com/showthread.php?t=8131)

LostCommander December 28th, 2002 10:32 PM

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 ]

DavidG December 29th, 2002 05:40 AM

Re: Modding Questions (especially need help for AI)
 
Quote:

Originally posted by LostCommander:

Is there a simple way to tell when and in which direction the program will round a number?


<font size="2" face="Verdana, Helvetica, sans-serif">Good question. The one area I have noticed this it was rounded down. The case was when I picked a 90% repair trait for my Race in a P&N game. I forget which but a component that normally repaired ONE component per turn was now repairing 0. So in this case things were rounded down.

Desdinova December 29th, 2002 09:09 AM

Re: Modding Questions (especially need help for AI)
 
Quote:

Originally posted by LostCommander:
How can one set a limit on the number of a component that can be used in a design?

<font size="2" face="Verdana, Helvetica, sans-serif">in components.txt there is a line for restrictions. this lets you limit the # of components per ship. it ranges from 0-10 per ship but it has to be spelled out not done in numbers.

capnq December 29th, 2002 11:50 PM

Re: Modding Questions (especially need help for AI)
 
Quote:

How can you give a single weapon a combat to-hit bonus without affecting all the weapons on the ship?
<font size="2" face="Verdana, Helvetica, sans-serif">I think you'd have to design a separate Version of the weapon with the bonus, and add it to Components.txt while leaving the originals in there, too.
Quote:

How can one edit the AIs to comply with a new mod?[...] What is a good way to test a mod?
<font size="2" face="Verdana, Helvetica, sans-serif">Depends on the mod. Mods that don't change any techs or Advanced Traits shouldn't require any changes to the AI. Tech changes may mean rewriting the AIs to use the techs or counter them.

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:

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)?
<font size="2" face="Verdana, Helvetica, sans-serif">This is defined by the race's Happiness type; the numbers are in Data\Happiness.txt . Watching what the troops do is the only way to judge, unfortunately; there's no way to see what the actual Anger number for a planet is.

LostCommander December 30th, 2002 02:42 AM

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

Rollo December 30th, 2002 04:10 AM

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

LostCommander December 30th, 2002 05:57 AM

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.

Graeme Dice December 30th, 2002 07:35 AM

Re: Modding Questions (especially need help for AI)
 
Quote:

Originally posted by LostCommander:
[QB]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.
<font size="2" face="Verdana, Helvetica, sans-serif">To-hit for weapons is controlled by the weapon modifier line of the data file.

LostCommander December 30th, 2002 07:48 AM

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%?

Rollo December 30th, 2002 11:57 AM

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.


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