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View Full Version : What is it with new shipsets?


Starhawk
November 19th, 2008, 08:19 PM
Ok I admit with SEV I'm a little stumped, I have downloaded a lot of new ship sets and have one very big problem.....THEY DONT DO ANYTHING!

I mean the AI for SEV isn't brilliant to begin with but the user created ship sets dont build any ships or colonize or anything and I know for a fact not every user created ship set can really be that dumb.

So what am I doing wrong? I generally just unzip it into the Empires folder so is there something I'm missing?

Randallw
November 19th, 2008, 09:28 PM
Are they just shipsets without any AI included?. I would think a mere shipset might have default AI otherwise, but maybe it's not the case. They're just meant for people to use.

If someone is jealous of the quality of the peas someone is eating, does that mean they have pea-ness envy?

Captain Kwok
November 20th, 2008, 12:01 AM
The main problem is that a lot of the shipsets that are available for SE5 don't have AI files that are functional with v1.74. You can copy a set of default scripts (from the Empires\Default folder) into the race's folder, replacing the "default" part as per the race name.

Starhawk
November 24th, 2008, 05:23 PM
The main problem is that a lot of the shipsets that are available for SE5 don't have AI files that are functional with v1.74. You can copy a set of default scripts (from the Empires\Default folder) into the race's folder, replacing the "default" part as per the race name.

Ok stupid question for some reason I cant grasp this lol

Anyway so what lines of code do I have to replace to get the AI file to work correctly? All of them or just like one or two lines?

Captain Kwok
November 24th, 2008, 07:57 PM
You don't really have to change any lines in a data file.

Copy "Default_Main_Script.csf" and "Default_Setup_Script.csf" from the Empires\Default folder into the custom race's folder. Replace the "default" part of the name with the race's name. You may have to re-name (or delete) the old non-working AI scripts.

Atrocities
November 27th, 2008, 02:48 PM
Nice game but it does not inspire me to play it. And happy turkey day USA.

gregebowman
March 16th, 2009, 01:25 PM
I know the topic is about shipsets, but it got me to thinking about what do you do about updating mods that may be not work when a new patch of the game comes out. Is there a similar line switch that will work?

Fyron
March 17th, 2009, 12:41 AM
If it is script related, you have to get the source, update it with whatever changes were made that break the scripts, and recompile. If you can't get the source, the mod is forevermore dead in versions past its release. Otherwise, you just have to trawl through the data file errors the game spits out, fixing them.

Captain Kwok
March 17th, 2009, 12:59 AM
Most shipset authors just copied and re-name existing stock AIs and stock them in their sets. So there's no harm doing the same to bring them up to the latest SE5 patch.

Fyron
March 17th, 2009, 11:41 AM
That doesn't really apply to (most) mods, though.

Gandalf Parker
March 20th, 2009, 06:39 PM
I suppose someone could plow thru the error codes and write something to do search/replaces to update the AI files. This would allow those shipsets which DID go thru the trouible of creating personalized AIs to keep them. And possibly be updatable to new releases of SEV also.

Yes yes I know but I already have too much happening for "somebody" to be me. I just thought Id mention it in case someone was interested.

Fyron
March 21st, 2009, 12:26 PM
That's not really possible unless the shipset author included the source scripts with the set/mod.