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October 27th, 2006, 04:16 PM
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Corporal
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Join Date: Oct 2006
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Re: You\'re thoughts please!
OK, so just how does combat movement work? I saw the listings in the componets file on the engines, but I haven't quite pieced it together. Would somebody be so kind as to explain it to me? I'd rather know before I get to work on putting QNP in, as well as dabbling in stuff like maneuverability mods and defense modifiers based on them.
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October 27th, 2006, 04:25 PM
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National Security Advisor
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Re: You\'re thoughts please!
Combat movement: every vehicle size has its own "Space Combat Maximum Speed Per Movement Point" value. It isn't like SE4 where it strategic speed/2.
How it works: Take the ship's movement points, multiply it by the value above, then ADD any "Combat Movement" values.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 27th, 2006, 09:06 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: You\'re thoughts please!
Do functions get overriden? So if I declare a function in the Main script file, and the same one exists in an included script, will the new one override the old?
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October 27th, 2006, 09:12 PM
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National Security Advisor
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Location: Toronto, Canada
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Re: You\'re thoughts please!
The Empire specific scripts will overwrite any variables etc. in the general AI files.
But if you wanted to make a special design creation sequence for your modded race, you could modify the default one and give it a new name and include that file as a reference in place of the other script in your AI's main script file.
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October 27th, 2006, 09:36 PM
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Second Lieutenant
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Re: You\'re thoughts please!
Thats what I had been doing. It would be a pain to manage as the base scripts change though, would have to merge them into the new script.
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October 28th, 2006, 04:55 AM
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Private
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Re: You\'re thoughts please!
Digging through the ai scripts, found this:
Code:
//------------------------------------------------------------------------
// Compute_Spending_Resources
//------------------------------------------------------------------------
function Compute_Spending_Resources returns boolean
params
vars
total_resources: Resources
begin
return TRUE
call total_resources.clear()
call total_resources.Add(Sys_AI_Empire_Stats_Get_Curren t_Resources(sys_long_Player_ID))
call total_resources.Subtract(Sys_AI_Empire_Stats_Get_T otal_Queue_Usage_Per_Turn(sys_long_Player_ID))
call gbl_resources_vehicles.assign(total_resources)
call gbl_resources_vehicles.multiply(lng_Overall_Spendi ng_Pct_Vehicle_Construction / 100)
call gbl_resources_units.assign(total_resources)
call gbl_resources_units.multiply(lng_Overall_Spending_ Pct_Unit_Construction / 100)
call gbl_resources_facilities.assign(total_resources)
call gbl_resources_facilities.multiply(lng_Overall_Spen ding_Pct_Facility_Construction / 100)
end
Correct me if I'm wrong, but this code is never run in the begin/end statements as it returns right at the beginning??
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October 28th, 2006, 10:35 AM
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Second Lieutenant
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Re: You\'re thoughts please!
Is there a way, in a csf script, to get what turn you are on? i.e 5,10,15?
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October 28th, 2006, 12:13 PM
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Corporal
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Join Date: Mar 2006
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Re: You\'re thoughts please!
There are several date related references in the script sections of MainStrings.txt.
As for how to use them... haven't a clue.
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October 28th, 2006, 12:15 PM
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First Lieutenant
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Re: You\'re thoughts please!
Code:
set gbl_ai_state_date_of_last_attack_state := sys_long_Game_Date
Suppose sys_long_Game_Date is the current date, then? And Sys_Get_Game_Start_Date could be used to get the start date.
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October 28th, 2006, 04:40 PM
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Corporal
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Join Date: Oct 2006
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Re: You\'re thoughts please!
Hmm...OK, got that part about the movement points and what not and then did some good old hard testing to see how stuff works, but I'm a bit lost on how to add something like a maneuvering thruster to make a ship, for instance, turn faster. Though, I think that making a ship harder to hit would be a matter of adding a function in the defense modifier of the ship based on movement points and turn speed. That I'll need to explore, but again I don't know what command to put in the script.
OK, another question...I noticed that, in the racial traits, it has a field for requirements. What, exactly, can I put in there and how do I make abilities have other abilities as requirements?
Edit: OK, so after digging through the tech files, I'm thinking "Empire_Has_Racial_Trait" is probably just what I want. I'll try it and post the results here.
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