View Full Version : SEIV Modding 101: A Tutorial
Fyron
July 10th, 2002, 03:39 AM
I have begun work on a Modding Tutorial for SEIV. It is not completed. However, I am releasing the first 4 chapters as a preview of what is to come. It can be viewed here:
http://galileo.spaceports.com/~kazharii/ModdingTutorial.html
If you have any comments, questions, suggestions, etc., feel free to post them here!
TerranC
July 10th, 2002, 03:54 AM
Suggestion...
post some screenshots http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
July 10th, 2002, 04:56 AM
Of what?
Deathstalker
July 10th, 2002, 04:59 AM
Nice, very nice! http://forum.shrapnelgames.com/images/icons/icon10.gif Gonna use this myself.
Suicide Junkie
July 10th, 2002, 05:47 AM
Screenshots of text files are pretty boring http://forum.shrapnelgames.com/images/icons/icon7.gif
Perhaps a modded component of some sort, with unique values for each entry, or little labels stating which line to change to affect each part shown in the image?
pathfinder
July 10th, 2002, 05:48 AM
Very nice indeed!
Atrocities
July 10th, 2002, 05:50 AM
You never fail to amaze me man. http://forum.shrapnelgames.com/images/icons/icon7.gif
Pax
July 10th, 2002, 07:54 AM
Dude, the linked site is SO going in my Favorites folder ... JUST what the doctor ordered! And I think a link to teh finished product should definitely go into the must-visit SEIV sites folder. Permanently!
Many many thanks!
Fyron
July 10th, 2002, 08:11 AM
I'm glad everyone likes this. http://forum.shrapnelgames.com/images/icons/icon7.gif
Gil Hamilton
July 10th, 2002, 08:20 AM
Great work IF! Makes me take a step back to look at my attempts to snipe back at particular Anti-American UK turd and remember what this forum is supposed to be for. Good job!
Fyron
July 10th, 2002, 08:25 AM
Anything I can do to get this place out of the control of kats, is fine by me. http://forum.shrapnelgames.com/images/icons/icon10.gif
Suicide Junkie
July 10th, 2002, 03:13 PM
Might I suggest that you link some bits around in your tutorial?
eg: The "Vehicle Type :=" bit in the Components chapter, could refer to the Vehicle type in the Vehicles chapter.
This determines what a weapon can target. This is what makes a Point Defense Cannon a Point Defense Cannon, because of it's targets. You could design a weapon with the "Point-Defense" Weapon Type, but give it Ships for targeting, and it will act like the normal Point Defense Cannon, except that it will automatically fire at ships.<font size="2" face="Verdana, Helvetica, sans-serif">Has that been changed? IIRC, ships were not triggering the point defense code, only units...
[ July 10, 2002, 14:16: Message edited by: Suicide Junkie ]
Fyron
July 10th, 2002, 09:11 PM
Has that been changed? IIRC, ships were not triggering the point defense code, only units...
Really? I assumed that that's how the DUC Auto Cannons that I saw in P&N or Proportions (can't remember which atm) worked. Maybe I should look more closely...
I seem to recall a conversation on IRC trying to steer you towards a certain educational pursuit. Dude, from what I have seen, do whatever the hell you want. You will be successful! http://forum.shrapnelgames.com/images/icons/icon6.gif
See people? This is what comes from being in the #se4 channel on the gamesnet.net IRC server. http://forum.shrapnelgames.com/images/icons/icon7.gif It's a good idea to go there once in a while. http://forum.shrapnelgames.com/images/icons/icon10.gif
[ July 10, 2002, 20:13: Message edited by: Imperator Fyron ]
Captain Kwok
July 10th, 2002, 10:51 PM
See people? This is what comes from being in the #se4 channel on the gamesnet.net IRC server. It's a good idea to go there once in a while. <font size="2" face="Verdana, Helvetica, sans-serif">
Yep. See, people were complaiming that there was no complete tutorial or guide for modding. So I said "Hey Nodachi, why don't you make one yourself...?" - he got talking to Fyron and the Imperator took it upon himself to create this excellent document.
Fyron
July 11th, 2002, 12:13 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif
Nodachi
July 11th, 2002, 01:22 AM
This is outstanding! http://forum.shrapnelgames.com/images/icons/icon10.gif
I seem to recall a conversation on IRC trying to steer you towards a certain educational pursuit. Dude, from what I have seen, do whatever the hell you want. You will be successful! http://forum.shrapnelgames.com/images/icons/icon6.gif
Captain Kwok
July 11th, 2002, 01:30 AM
Good job.
I'm glad I thought of it http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
July 11th, 2002, 05:13 AM
I wrote chapters 5-8 today, and uploaded them. http://forum.shrapnelgames.com/images/icons/icon7.gif Enjoy!
Now, most of the basic files are covered. Except the specifics on the Abilities.txt. That's gonna take a while. http://forum.shrapnelgames.com/images/icons/icon10.gif
sparhawk
July 11th, 2002, 03:40 PM
Nice work!!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Can't wait for the other chapters.
Sparhawk
Skulky
July 12th, 2002, 06:12 AM
And if i may be so bold... When you finish this mamoth project how about a scenario tutorial possibly, from SJ instead?
capnq
July 13th, 2002, 05:54 AM
IIRC, ships were not triggering the point defense code, only units...
Really? I assumed that that's how the DUC Auto Cannons that I saw in P&N or Proportions (can't remember which atm) worked. <font size="2" face="Verdana, Helvetica, sans-serif">P&N's DU Autocannons aren't point-defense; they're just smaller Versions of DUCs.
DavidG
July 20th, 2002, 04:35 PM
Excellent Page! I notice you have a future chapter planed for abilities. One thing I would really like to know is what abilites work or don't work with the various components/facilities etc. I gather some abilites such as research generation will not do anything on a component. Also some abilities are obviously designed for stars or planets. I wonder if anyone has ever compiled a list of the abilites that work on components, and one for facilites etc. etc. I like to be able to filter the abilities in my moding tool but don't having enough modding experience to do this.
Captain Kwok
July 20th, 2002, 04:38 PM
And if i may be so bold... When you finish this mamoth project how about a scenario tutorial possibly, from SJ instead? <font size="2" face="Verdana, Helvetica, sans-serif">Do I sense a lack of respect for Mr.Fyron's fine work?
Fyron
July 21st, 2002, 01:17 AM
There wouldn't be much to write for a scenario tutorial. Create a game where you control all the empires. Have each of them build, colonize, research, etc. whatever you want them to. Then, set all the AI empires back to AI control, and save it as a scenario.
In fact, you can speed the process up by cheating. Make the resource and research facilities make 500k instead of 500, and make SYs produce at 20K instead of 2K, and you can set it up much quicker. Make engines have +40 bonus MPs so you can move them to where you want them to be quicker. Since you are controlling every empire, you don't have to worry about extra stuff being done by the AI. Remove these changes after you are done, and you're good to go.
[ July 21, 2002, 00:21: Message edited by: Imperator Fyron ]
Elowan
August 7th, 2002, 11:24 PM
How is this project coming along?
Fyron
August 8th, 2002, 08:11 AM
It is coming. http://forum.shrapnelgames.com/images/icons/icon7.gif
Actually... I have been distracted and haven't worked on it recently. http://forum.shrapnelgames.com/images/icons/icon9.gif
Elowan
August 8th, 2002, 06:28 PM
Originally posted by Imperator Fyron:
It is coming. http://forum.shrapnelgames.com/images/icons/icon7.gif
Actually... I have been distracted and haven't worked on it recently. http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="Verdana, Helvetica, sans-serif">Don't I know about distraction! I'm supposed to be retired but I signed on as a consultant for a medical device firm. I've found that the FDA has a very stupid and quarrelsome AI! http://forum.shrapnelgames.com/images/icons/icon12.gif
Taz-in-Space
August 9th, 2002, 08:14 AM
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe ! http://forum.shrapnelgames.com/images/icons/icon12.gif
Elowan
August 9th, 2002, 06:57 PM
Originally posted by Taz-in-Space:
Elowan, Watch out. I think that AI is set to Bloodthirsty/xenophobe ! http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">Ya! Ya! Ya! But I will sic Taz on them!
Fyron
August 13th, 2002, 08:35 AM
Chapter 9 has been written.
Fyron
August 13th, 2002, 08:59 AM
Chapter 10 has been written.
Fyron
August 13th, 2002, 09:19 AM
Chapter 11 has been written.
Fyron
August 13th, 2002, 09:31 AM
Reorganized chapters. Formations moved to chapter 12. Chapter 11 is now Intel Projects, and not yet written.
Elowan
August 13th, 2002, 04:53 PM
Originally posted by Imperator Fyron:
Reorganized chapters. Formations moved to chapter 12. Chapter 11 is now Intel Projects, and not yet written.<font size="2" face="Verdana, Helvetica, sans-serif">Well done lad! Well done! Three cheers and a tiger! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 13, 2002, 20:20: Message edited by: Elowan ]
tesco samoa
August 14th, 2002, 01:12 AM
Fryon.... This is great work.. Keep it up.
Atrocities
August 14th, 2002, 01:15 AM
Fyron, what you have done is unquestionably one of the most important things since the invention of peanut butter. http://forum.shrapnelgames.com/images/icons/icon7.gif
Seriously, your modding site is a MUST VISIT site. Very informative, and a true treasure of SEIV gaming.
Fyron
August 14th, 2002, 05:36 AM
New Chapter 11: Intel Projects has been written.
Captain Kwok
August 14th, 2002, 06:08 AM
It's about time...how long have I've been bugging you about this?
Captain Kwok
August 14th, 2002, 06:17 AM
But only because I think it's a fine guide worthy of much praise and accolades.
Fyron
August 14th, 2002, 07:49 AM
No worries. http://forum.shrapnelgames.com/images/icons/icon7.gif
Chapter 13: Happiness has been written. Slight alterations on chapters not yet written have been made.
Elowan
August 14th, 2002, 05:04 PM
Originally posted by Imperator Fyron:
... Slight alterations on chapters not yet written have been made.<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm. How did you manage that? That would help me with some of my re-writes. http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
August 14th, 2002, 09:33 PM
That is a classified secret. http://forum.shrapnelgames.com/images/icons/tongue.gif
Glider
August 15th, 2002, 03:37 PM
IF,
Hey your tutorial is good. Will you be doing any AI moding instructions?
Glider
Fyron
August 18th, 2002, 11:40 PM
AI modding... I don't really know anything about AI modding. http://forum.shrapnelgames.com/images/icons/icon7.gif So... maybe.
New chapter added, Chapter 17: Quasi-Newtonian Propulsion. Written by Suicide Junkie.
Fyron
August 25th, 2002, 02:17 AM
Chapter 14: Racial Traits has been written.
Fyron
August 25th, 2002, 03:09 AM
How much interest would there be in a PDF Version of the tutorial, and a Black and White printer-friendly Version?
pathfinder
August 25th, 2002, 03:23 AM
Imperator: me!
gregebowman
August 26th, 2002, 08:10 PM
I would. I hate having to reprint the whole document when you just need one chapter, or whatever. A .pdf Version would be great.
Fyron
August 30th, 2002, 08:34 AM
Here is a (rough) pdf Version of the tutorial:
Since spaceports doesn't like off-site linking to pdf files, you can click on this link:
http://galileo.spaceports.com/~kazharii/ModdingTutorialPDF.html
The pdf file is actually located here:
http://galileo.spaceports.com/~kazharii/ModdingTutorial.pdf
I do not know how to insert page breaks at this point, so it isn't really all that different from the html Version at this point.
Here is a black and white html Version of the tutorial:
http://galileo.spaceports.com/~kazharii/ModdingTutorialBW.html
[ August 30, 2002, 22:52: Message edited by: Imperator Fyron ]
pathfinder
August 30th, 2002, 11:52 AM
IF: I got an "url not found" error message for the PDF. The black and white printer Version works fine though. Thanks!
[ August 30, 2002, 10:54: Message edited by: pathfinder ]
Fyron
August 30th, 2002, 09:01 PM
The pdf loads fine for me. Hmm...
Suicide Junkie
August 30th, 2002, 09:16 PM
Spaceports probably dosen't let you do off-site linking.
Fyron
August 30th, 2002, 10:24 PM
For images, yes. But, I can link and go to the pdf file with no problem at all.
Suicide Junkie
August 30th, 2002, 10:55 PM
Well, it seems to me that the link only fails (404) if you're openeing it in a new window (as Shrapnel links do by default).
If you try to visit it by any other means, it works...
Fyron
August 30th, 2002, 11:47 PM
When I click on the link from here, it loads fine. Hmm...
Fyron
August 30th, 2002, 11:53 PM
Since spaceports doesn't like off-site linking to pdf files (for some people, anyways http://forum.shrapnelgames.com/images/icons/icon10.gif ), you can click on this link:
http://galileo.spaceports.com/~kazharii/ModdingTutorialPDF.html
Hey, I'm a Colonel now. http://forum.shrapnelgames.com/images/icons/icon7.gif
pathfinder
August 30th, 2002, 11:59 PM
Yessir Colonel Sir!
BTW the .pdf link worked this time http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
August 31st, 2002, 12:05 AM
Want a friendlier looking link? http://forum.shrapnelgames.com/images/icons/icon12.gif
http://kazharii.cjb.net/ModdingTutorialPDF.html
[ August 30, 2002, 23:06: Message edited by: Imperator Fyron ]
Captain Kwok
August 31st, 2002, 02:24 AM
Fyron - You need to make a chapter list for your PDF Version. I think it would help will navigation.
Fyron
August 31st, 2002, 02:30 AM
As I said originally, I don't know how to insert page breaks. So, the chapter list was not all that useful, since it linked to the middle of pages and such.
Elowan
September 1st, 2002, 04:43 PM
Originally posted by Imperator Fyron:
As I said originally, I don't know how to insert page breaks. So, the chapter list was not all that useful, since it linked to the middle of pages and such.<font size="2" face="Verdana, Helvetica, sans-serif">I'll give it a shot. I think that I can do that.
Fyron
September 1st, 2002, 07:50 PM
If you can, tell me how to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Elowan
September 2nd, 2002, 08:03 AM
Originally posted by Imperator Fyron:
If you can, tell me how to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Okay - I'll email you.
Fyron
October 30th, 2002, 11:15 AM
I should probably get those Last few chapters finished some time...
Fyron
October 30th, 2002, 08:02 PM
The link to the PDF works fine for me. Try copying the url, opening a new browser window, and then pasting the url in the address bar.
Gryphin
October 31st, 2002, 02:32 AM
Fyron,
I tryed the link to the PDF. It apears to be broken. I'd love to see the file.
Thanks in any case.
Fyron
February 9th, 2003, 01:16 AM
I have begun updating the tutorial to include new lines in the newer patches. So far, I have updated the Settings.txt section. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
May 6th, 2003, 09:47 PM
The long-awaited Abilities chapter of the tutorial has been started. And boy, is it a monster! http://forum.shrapnelgames.com/images/icons/shock.gif
I added more info in Chapter 9 (such as the PlanetSize.txt section).
Fyron
May 7th, 2003, 01:55 AM
Another new Version, and probably the Last for a bit. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
July 5th, 2003, 11:25 PM
SE4 Modding 101 Tutorial has been updated. It is a small update, only encompassing some changes to the Facilities chapter.
Fyron
July 20th, 2003, 01:09 AM
Finally finished Chapter 16: Abilities of SE4 Modding 101 Tutorial.
Stone Mill
July 20th, 2003, 01:22 AM
Needless to say, this is fine work. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
October 7th, 2003, 04:29 AM
Updated chapters 10 (Events) and 11 (Intel Projects). Added some info about each of the event ability types.
[ October 07, 2003, 03:29: Message edited by: Imperator Fyron ]
StarBaseSweeper
October 7th, 2003, 05:14 AM
This is a detail, but would it be possible to use relative link for the jump inside the document, so that it does not try to reload the whole page when clicking the menu and when saved to a file for offline browsing, the link would still be working?
Very good job.
I ead below a suggestion to do the same for AI modding http://forum.shrapnelgames.com/images/icons/icon7.gif That would be heaven... (or hell for you...)
2 details:
+ the first line of event chapter is wrong (I think).
+ Which events can be used as intel is not described http://forum.shrapnelgames.com/images/icons/icon12.gif
[ October 07, 2003, 04:19: Message edited by: StarBaseSweeper ]
Fyron
October 7th, 2003, 05:21 AM
They are relative links. http://forum.shrapnelgames.com/images/icons/confused.gif I will look into it. I need to update the PDF Version at some point, but I need to figure out a better way to do it...
I could provide a zipped copy of the tutorial so that the internet will not mess with the event lines. http://forum.shrapnelgames.com/images/icons/icon12.gif It does not load a new page for me when I click on the menu links...
Very good job.<font size="2" face="sans-serif, arial, verdana">Thanks.
+ the first line of event chapter is wrong (I think).<font size="2" face="sans-serif, arial, verdana">What other types of events are there?
+ Which event can be used as intel is not described <font size="2" face="sans-serif, arial, verdana">Well I do not know everything... http://forum.shrapnelgames.com/images/icons/tongue.gif I think they can all be used as intel projects, but I am not certain. Keep in mind that half of the info is based off of logical assumptions and memory, not meticulous testing. http://forum.shrapnelgames.com/images/icons/icon12.gif
EDIT:
I ead below a suggestion to do the same for AI modding That would be heaven... (or hell for you...) <font size="2" face="sans-serif, arial, verdana">Hell, especially as I have never done any AI modding before. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ October 07, 2003, 04:25: Message edited by: Imperator Fyron ]
Fyron
October 7th, 2003, 05:31 AM
Wow... Internet Explorer "Save Page As" is evil... if you right click on the tutorial and select View Source, you can then save the file from there and it will maintain all of the original link formatting. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
October 7th, 2003, 05:51 AM
In routine server maintenance, I have moved the location of the SE4 Modding 101 Tutorial files. You can now access them at http://galileo.spaceports.com/~kazharii/modding101/.
StarBaseSweeper
October 7th, 2003, 08:16 AM
What I meant was that the sentence:
"Events are defined in Events.txt. There isn't much to them. All the possible types of events are:" is following by message format. Maybe moving it below, just before you actually give the list of event would be clearer. This is cosmetic though.
Ran-Taro
October 7th, 2003, 11:42 AM
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?
Lighthorse
October 11th, 2003, 01:51 AM
My thanks to you, Imperator Fyron for writting this modding 101 instructions. Kuto, to you and other who help in this worthly project.
Next step, I for me, after reading your modding, is trying to design a mod.
Best Regards
Lighthorse
http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Suicide Junkie
October 11th, 2003, 04:54 PM
Originally posted by Ran-Taro:
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?<font size="2" face="sans-serif, arial, verdana">To make an EMP file, start a game and then "Save Empire"
That's it.
Ran-Taro
October 13th, 2003, 09:00 AM
Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ran-Taro:
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?<font size="2" face="sans-serif, arial, verdana">To make an EMP file, start a game and then "Save Empire"
That's it.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">ohhhhhhh.... it seems so obvious now! *thwacks own forehead*
Thank you!
Fyron
October 13th, 2003, 09:42 PM
You can save the empire both in the players screen before starting the game, and in the options menu after the game has started.
Fyron
October 28th, 2003, 12:56 AM
Minor update on the Supply Amount Used tag.
Additionally, I have updated the PDF Versions. But, they do not really have page breaks in the proper places, as I have no idea how to edit the PDF files, just generate them from the HTML... http://forum.shrapnelgames.com/images/icons/icon9.gif
[ October 27, 2003, 23:19: Message edited by: Imperator Fyron ]
SpaceBadger
November 12th, 2003, 04:13 AM
Shouldn't this be a "sticky" topic?
I think it should - BUMP!
SpaceBadger
Fyron
December 15th, 2003, 03:55 AM
The Tutorial has a new home at http://se4modding.spaceempires.net/ . This link might not yet work properly, but it should be in operation soon. The files are on the server.
Fyron
February 24th, 2004, 01:45 AM
I have updated the tutorial. There is now a table in the first chapter that lists the files and states which will cause incompatibility issues with savegames and which will not. You probably need to visit it with this link: http://www.spaceempires.net/se4modding/
Fyron
February 24th, 2004, 02:50 AM
Ok I updated it again. Chapter 17 is now entitled Advanced Tips and Tricks rather than Quasi-Newtonian Propulsion. So far, it has sections on QNP and Leaky Armor.
Fyron
August 4th, 2004, 02:17 AM
Added updated info on the Happiness abilities in the Abilities chapter.
Captain Kwok
August 4th, 2004, 06:28 PM
Did you make the other corrections that I mentioned in the thread at se.net?
spoon
August 4th, 2004, 07:51 PM
Is this really true (in Leaky Armor):
Let's take a system with two types of leaky armor as an example. Light Armor is 1 kiloton in size and has, say, 20 structure (hit points). Heavy Armor is 10 kilotons in size and has 100 structure.
In this system, the Light Armor has twice as many hit points per kiloton of space taken as the Heavy Armor. This means that it should create ships much stronger than Heavy Armor can, right? Well, not quite. Even though the Light Armored ships can take a lot more damage, you will find that the heavy armored ships tend to win more often. This is because weapon hits are more likely to strike a component of Heavy Armor than other internal components with the HA ship than they are to strike a component of Light Armor than an internal on a LA ship. The large amount of hit points that the Heavy Armor has individually gives it a greater chance to be struck. So while the LA ships can take more damage overall, they tend to be more leaky, so vital internals (engines, weapons) tend to be struck more quickly than they do on the HA ships. The Heavy Armor has more hit points than any (unmounted) weapon, after all. Of course, it turns out that the best design is a combination of LA and HA.
<font size="2" face="sans-serif, arial, verdana">Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure?
[ August 04, 2004, 18:52: Message edited by: spoon ]
Atrocities
August 4th, 2004, 10:37 PM
I am not sure, but have you added a section, or just a note, about how the AI uses the racial points in the General file. When it runs out as it goes down the list (Characteristics / Advanced Characteristics, it will stop when it reaches 0 points even if the Last item is free?
Fyron
August 4th, 2004, 10:47 PM
Originally posted by spoon:
Is this really true (in Leaky Armor):
Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure? <font size="2" face="sans-serif, arial, verdana">The formula that determines which component is hit from a particular shot is biased towards higher hit point components. The more hit points a specific component has compared to other components on the ship, the greater the bias becomes. This is based upon empirical evidence, mostly from testing by Suicide Junkie. Make some sample components and test them out in the simulator. The ship with heavy armor tends to win much more often than the ship with light armor.
Raging Deadstar
August 4th, 2004, 11:15 PM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by spoon:
Is this really true (in Leaky Armor):
Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure? <font size="2" face="sans-serif, arial, verdana">The formula that determines which component is hit from a particular shot is biased towards higher hit point components. The more hit points a specific component has compared to other components on the ship, the greater the bias becomes. This is based upon empirical evidence, mostly from testing by Suicide Junkie. Make some sample components and test them out in the simulator. The ship with heavy armor tends to win much more often than the ship with light armor. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So would i be right in assuming that the ship with Light Armour would although have more hitpoints in general would be more prone to components inside being destroyed while Heavy Armour while not affording as much protection hit point wise would stop internals being destroyed as much...all in theory of course http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Just curious as i never understood the leaky armour thing http://forum.shrapnelgames.com/images/icons/icon7.gif
[ August 04, 2004, 22:18: Message edited by: Raging Deadstar ]
Fyron
August 4th, 2004, 11:23 PM
Originally posted by Raging Deadstar:
So would i be right in assuming that the ship with Light Armour would although have more hitpoints in general would be more prone to components inside being destroyed while Heavy Armour while not affording as much protection hit point wise would stop internals being destroyed as much...all in theory of course http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Correct.
Fyron
August 14th, 2004, 07:35 PM
Tutorial is finally up to date. A few errors corrected here and there, new abilities and such from 1.91 added, etc.
Captain Kwok
August 14th, 2004, 07:58 PM
Tutorial is finally up to date. A few errors corrected here and there, new abilities and such from 1.91 added, etc.
It's about time. :P
I have a copy of it at work that I use during work on my SFEmod and I kept noticing little things that I'd post in your SE.net forums. I find the abilities chapter most useful.
Captain Kwok
August 14th, 2004, 08:37 PM
Error!
I can't find descriptions for the new abilities added in 1.91 in chapter 16 where they should be!
Fyron
August 14th, 2004, 09:17 PM
Captain Kwok said:
Error!
I can't find descriptions for the new abilities added in 1.91 in chapter 16 where they should be!
Well look harder!
Fyron
February 28th, 2005, 04:45 PM
Tutorial has been updated!
http://se4modding.spaceempires.net/
Urendi Maleldil
March 1st, 2005, 07:07 PM
Can you add stuff from the AI Cheat sheet? It really explains how to mod the AI and clears up a lot of problems most people have with it.
Captain Kwok
March 1st, 2005, 07:19 PM
There is an effort underway at spaceempires.net to establish a variety of AI modding tutorials in the Mod Works forum. I'm not sure if Fyron wants to mix up the current data tutorial with AI stuff.
Anyway, this reminds me that I was going to add a compenhancement.txt file for the tutorial.
Fyron
March 1st, 2005, 10:41 PM
SEIV Modding 101 was never meant to cover AI. AI really isn't my area of expertise. Perhaps if ModWorks ever gets enough data built up, SEIV Modding 201 can be written. http://forum.shrapnelgames.com/images/smilies/wink.gif
Could you please post a link to the AI cheat sheet?
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