Log in

View Full Version : Excel workbook for AI's


Atraikius
June 19th, 2002, 09:11 PM
I uploaded an excel workbook to put together simple AI's. Just fill in the first worksheet, and the information is used to fill out the AI files. Once done with the worksheet, just copy the 'A' column and past into wordpad or notepad.

1024513290.zip (http://forum.shrapnelgames.com/newuploads/1024513290.zip)

geoschmo
June 19th, 2002, 09:26 PM
Interesting.

What effect does changing the fields at the bottom of the worksheet have. Is that where you get the entires for the design creation sheet?

Geoschmo

PDF
June 19th, 2002, 09:53 PM
It doesn't work with my French Excel Version http://forum.shrapnelgames.com/images/icons/icon9.gif , cause of some unexported encryption schemes... Can you post a non-protected (remove password...) Version for us ?
Thx http://forum.shrapnelgames.com/images/icons/icon12.gif

Atraikius
June 21st, 2002, 01:06 AM
I reposted the file without passwording, but left the sheet protection on to prevent inadvertently changing formulas. Hope it solves your problem.

Geoschmo - The fields at the bottom are used in multiple places. For which techs to research, DesignCreation, if PPB's are used as primary weapon some additional radioactives extraction is constructed, to some extent the weapons will effect the movement strategies in the strategies file.

If you want to make changes in something (or see how it works), most of the working information is in the 'BA' through 'CA' columns of the first worksheet, and the actual lines in the data files are Concatenate formulas with 'if' or 'choose' formulas inside. Working on one for the AI speech file (think of those old Mad Libs from the 80's), but that one is a lot more work to finish.

PDF
June 21st, 2002, 04:17 PM
Fine, that's just what I needed to script AIs ! http://forum.shrapnelgames.com/images/icons/icon7.gif
However I don't understand yet how I can make it work for mods that have different techs/facilities...
I've seen where the base data are, but everything being in the same sheet it's a hassle to modify, with base data in different sheets (one for techs, one for facilities, etc...) it would be quite easier ! http://forum.shrapnelgames.com/images/icons/tongue.gif
However if I try anything I just ruin all, can you help ? http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities
June 21st, 2002, 11:17 PM
God I love Excel. Next, Access. http://forum.shrapnelgames.com/images/icons/icon7.gif

Rollo
June 21st, 2002, 11:32 PM
This looks really good Atraikius. Great job http://forum.shrapnelgames.com/images/icons/icon7.gif .

You are not trying to make us AI modders obsolete, do you? http://forum.shrapnelgames.com/images/icons/icon12.gif

Rollo

Atraikius
June 25th, 2002, 01:05 AM
Rollo - No, just making it easier for the people who aren't as obsessed about it as us to keep thier AI's up to date http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities - Access would have been so much easier, but thought more people would have excel available to them.

PDF - What specifically do you want to add? if it is just an additional tech or tech levels that provide facilities that would get built by the Construct Facilities file because of thier abilities, you only have to insert the tech into the Research file somewhere. If you are adding new weapons, there is some more work in adding the weapons to the list of weapons and adding them to several formulas. If you are adding racial abilities it is a real headache.

BrotherAlpha
September 1st, 2002, 11:55 PM
This is great help, but I'm making a mod that does have new cultures, happiness types, racial abilities, ect. Is there a program out there that looks at the mod files? I really need help automating the AI creation process.

Atraikius
September 3rd, 2002, 12:49 PM
If you are familiar with excel, most of the information is in the AQ through BZ columns on the first sheet, with aditional information in Concatenate formulas in the other sheets. Just modify the different areas to include your changes.

solops
September 4th, 2002, 04:23 PM
This is great! Now, all I have to do is figure out the stuff at the bottom. Is there a writeup on AI design somewhere? I have questions about what happens when "Primary" weapons tech is not available initially and what the effect of the "Secondary" weapon setting is. The same goes for other of the primary/secondary selections. And does there need to be a "special" manual adjustment to get the AI to use trait-specific techs like the Talisman or Subverter?

[ September 04, 2002, 15:24: Message edited by: solops ]

Atraikius
September 4th, 2002, 04:58 PM
There are areas for both an initial and final primary and secondary weapon on the race worksheet. The inital primary weapon is researched at the top of the research file. If there is no secondary weapon researched, the ship will be designed with only the primary weapon, and a ship will be designed with CSM I's until the initial primary weapon is researched. I tried to set up the files so that any special racial tech items will be used.

The files that you will get from this aren't going to give you a challenging AI, but they give you a full set of workable AI files (that some additional variation in the anger and politics files based on your demeanor, happiness type, and Culture) to start from. Just adjust the appropriate files to improve or optimize thenm to what you are looking for.