.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 8th, 2006, 07:49 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Mod Mix : PvK Balance and others (Expanded mainly)

Hi again,
After a mod catalog course I stumbled upon PvK Balance that is exactly what I wanted to have a more .. balanced race traits and abilities
But I'd also like to keep all the other nice Expanded mod changes (or at least TDM ones), and there are a lot of conflicting files...
I know about the various files usage, and could manage tweaking the Settings.txt, Abilities and Traits, planets/systems files and so on : what I'm rather ignorant about is how to handlke the possible conflicts in AI races and scripts (I'm planning to play SP mostly).
Could someone help about how I can merge the mods ?

Thx
Reply With Quote
  #2  
Old April 8th, 2006, 01:40 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Mod Mix : PvK Balance and others (Expanded mai

You need to edit all of the AI_General.txt files for each Race folder in the mod (Modfolder\Pictures\Races\) and alter the racial picks to match the costs for the new system. There are three different sets of racial trait/characteristic picks, based on the 2000, 3000, and 5000 point game setups. No love for 0 point games, sadly. It is probably easiest to choose the traits in-game, then type them into the files once you have them all worked out. Start with a 2000 point setup for a race, then write down the values in AI general. Then do the 3000 point setup, then the 5000.

Don't forget about the neutral races (in Picture\RacesNeutral), and the Generic_AI_General.txt file in Modfolder\AI.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old April 8th, 2006, 01:56 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod Mix : PvK Balance and others (Expanded mai

Note:
If you are going to choose racial penalties, keep in mind that *order is important*.
The AI will process the modifiers in the order they are present in the AI_General file, and if it hits zero points remaining, it will bail out.

Thus:
- Put all the penalties first.
- Characteristics happen before traits, so if you want some zero-cost traits, you need to have at least one point left over after characteristics are chosen.
Reply With Quote
  #4  
Old April 8th, 2006, 07:44 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Mod Mix : PvK Balance and others (Expanded mainly)

Hi again,
I've already made some progress and was able to get a functional version of "my" Balanced Expanded mod, using PvK characteristics settings and traits and all the rest from Expanded. That is quite close to my "dreamed" SE4 setting
I've yet to review the AI files to have the AI races getting proper characteristics/traits, but am not sure of haw to proceed ... Too bad PvK didn't make them !
Thanks for the insightful advice Fyron !
Reply With Quote
  #5  
Old April 10th, 2006, 06:11 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Mod Mix : PvK Balance and others (Expanded mainly)

Hello, me again ...
I'm now changing the race files to have them choose properly characteristics/aptitudes and traits, as per Fyron's advice.
Is there a way to "see" in-game the races setup done by the AI players, just to be sure there's no typo/calc errors in the AI file ?
Thanks.
Reply With Quote
  #6  
Old April 10th, 2006, 09:38 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod Mix : PvK Balance and others (Expanded mai

Start a new game with lots of random AIs.
Then you can go into the game menu, and set them to human control. When their turn comes up, the politics menu and the "Our Race" button should do it.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.