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February 1st, 2007, 02:11 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Atrocities - SE:V Trek sets\' AI
Atrocities, I'm curious to know how you generate the compiled scripts for your sets AI? I ask because they are not the approximate size as they should, which makes me think they will cause problems if chosen as a computer player.
You can either compile them correctly if that is the case, or you can change [Empire_Name]_Main.txt to use the default scripts instead.
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February 1st, 2007, 07:18 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Atrocities - SE:V Trek sets AI script Problem
They are copies. As stated in the Read-me, the sets do not come with AI. Only the required files which are copies from the TMP for the Feds, and the Jnaenar for the Klingons and Roms.
I don't know anything about how to unpack/script/repack the files. Any insight into this would be appreciated.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 1st, 2007, 07:41 PM
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National Security Advisor
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Re: Atrocities - SE:V Trek sets AI script Problem
Sorry Atrocities. It's my mistake. I had looked at the packed size not the actual size, so the scripts are the right size and everything should be ok. 
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February 1st, 2007, 07:53 PM
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Shrapnel Fanatic
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Re: Atrocities - SE:V Trek sets AI script Problem
Thank CK. But still can you offer any insight into how to unpack/script/repack them? The AI is something that I am going to have to learn to mod in order to move forward with any plans for a ST mod. So any help is greatly appreciated.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 1st, 2007, 08:17 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Atrocities - SE:V Trek sets AIs
It's basically the same as SE:IV in a way. Take an existing AI set ([EmpireName]_Main_Script.txt, [EmpireName]_Setup_Script.txt; located in the Utilities\SE5EmpireScripts folder) and make whatever changes to the script you'd like. This might be changing what weapons they use, perhaps the racial traits they pick, or different percent values for diplomacy. You'd then use the Script Parser to compile the two files and viola, you have your custom AI files.
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February 1st, 2007, 08:37 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Atrocities - SE:V Trek sets AIs
Try rewriting the AI from scratch!
I'll help you whip up some generic stuff as soon as I can. Later when I am done rewriting the AI I will be fully prepared to create custom AI's for you if you would like.
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