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You can't really alter the logic in the game engine in SE5.
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I've been working on doing just exactly that. The AI scripting language is quite rich, and so I've been working on adding a layer of multi-turn strategic planning to a race. Eventually it could become a Commanders and Heros mod, but it's got quite a ways to go yet.
Anyone know the variable scoping rules as they relate to turn processing?
CK, during the early part of a game I set everything to hard (no tech points, bad homeworlds, no bonus race points, many hard enemies, etc). I met the Phong, who were happy to see me and agreed to a treaty that involved showing me their ship designs. They all seem great (I like that supplies & ordinance now count as cargo).
Except one ship came out odd: They designed a SpaceYard Ship, without having the hull space for it. It was fitted into an early Frigate, but with your mod it is possible to put it into a later model Freighter. So their design algo might need a cross-check and a hull switch.
