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View Full Version : MODding Problem - Please Help


Thei R'vek
December 19th, 2002, 07:53 AM
I'm sure there's a way around this and it really isn't anyting but nitpickyness on my part but I ran into a problem while trying to MOD the VehicleSize.txt file.

I added a few custom ship sizes and modified all the default ones. Now the first ship in the data file is "Scoutship" as below:

Edit Mephisto: Shortend for all the modem Users.

[ December 19, 2002, 18:07: Message edited by: Mephisto ]

Phoenix-D
December 19th, 2002, 08:00 AM
Owi, that's long.

OK, go back the original date file. Check for double-spaced lines, SE4 interprets two blank lines as "end of file" and ignores everything else.

Phoenix-D

Thei R'vek
December 19th, 2002, 08:16 AM
Hmmmm, ok I feel very stupid now. I was about to break my comp and it was so VERY simple.... one double space after the Scoutship and the whole file was screwed. Now it works fine. Thanx Phoenix-D.

oleg
December 19th, 2002, 04:25 PM
I wonder if anybody who tried to mod SEIV did not run into double-space problem at least once ?
I certainly did few times. Very annoing.

dogscoff
December 19th, 2002, 04:33 PM
A small suggestion: Instead of using "scoutship.bmp" for the image file, use "scout.bmp" - that way you will benefit from all the neo-standard shipsets which have included scout images in their shipsets.

If you don't know about the neo-standard, here's a link to its entry in the Encyclopedia Malfadorica (http://invirtuo.cc/phpwiki/index.php/Neo-standard).

CNCRaymond
December 19th, 2002, 05:02 PM
You have an extra space under Scout Ship profile.

Between ships, there can only be one space. Double spacing causes anything below the spacing to not show up.

oops, I see that someone has already said this. Well, it should be included in the Newbie Facts. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ December 19, 2002, 15:03: Message edited by: CNCRaymond ]

Fyron
December 19th, 2002, 05:35 PM
Upload such long things as a text file and make a link to it next time. That post is just way too long.

Atrocities
December 19th, 2002, 05:39 PM
Excellent point Fyron, but how many people will know to do this on their first post? How can we get the word out? http://forum.shrapnelgames.com/images/icons/icon9.gif

LostCommander
December 19th, 2002, 06:58 PM
Hi. I hope this is the right thread for my short question. I was wondering why, after I added some components, facilities, and vehicle types, the AI is fielding vessels that do not follow the design rules in the vehicle sizes file or vehicle resrictions from the components file (more than the allowable engines, weapons only troops can have...). I would really appreciate the help. Thanks TTYL

- LostCommander Conquest

Wanderer
December 19th, 2002, 07:37 PM
Originally posted by LostCommander:
Hi. I hope this is the right thread for my short question. I was wondering why, after I added some components, facilities, and vehicle types, the AI is fielding vessels that do not follow the design rules in the vehicle sizes file or vehicle resrictions from the components file (more than the allowable engines, weapons only troops can have...). I would really appreciate the help. Thanks TTYL

- LostCommander Conquest<font size="2" face="Verdana, Helvetica, sans-serif">Because the AI designer doesn't pay much attention to the rules! If you're not careful it'll build ships with two space yards or something similar.

You have to mod the AI design choices to accord with the game rules and restrictions you've set up yourself. The stock AI is supposed to be set up to use the stock technology without breaking any rules, but modding or adding components will probably break this.

LostCommander
December 19th, 2002, 07:59 PM
Well, now that I know what is wrong, how do the AI design creation files work? http://forum.shrapnelgames.com/images/icons/confused.gif I did not see any weapon family choices in the files specifying the troop weapons and I have no idea how it is choosing X number of engines for a ship. Thank you very much. http://forum.shrapnelgames.com/images/icons/icon6.gif

Wanderer
December 20th, 2002, 02:35 AM
From AI/Default_AI_DesignCreation.txt (not sure what other files need to be changed [presumably the race-specific ones], but here is the best place to start):

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 9
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 11
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Quantum Reactor
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Multiplex Tracking
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per One := 800
Misc Ability 8 Name := Emergency Resupply
Misc Ability 8 Spaces Per One := 800
Misc Ability 9 Name := Self-Destruct
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Scanner Jammer
Misc Ability 10 Spaces Per One := 10000
Misc Ability 11 Name := Supply Storage
Misc Ability 11 Spaces Per One := 500

Weapon family 1 is the Anti-Proton Beam, 9 is the Ripper Beam and 25 the Depleted Uranium Cannon. The AI will use APBs if researched, but if not researched it'll try and use Ripper Beams. If it hasn't researched those either it'll use the DUCs. Race-specific ones tend to favour better weapon sets...

The minimum and desired speeds are the numbers of engines it'll try and place. I suspect it may check to see what the restrictions on engines are at this point - certainly I've not seen an AI-designed dreadnought in the standard game with 6 engines http://forum.shrapnelgames.com/images/icons/icon7.gif .

Note that replacing all the abilities with
Num Misc Abilities := 1
Misc Ability 1 Name := Space Yard
Misc Ability 1 Spaces Per One := 500
should cause the AI to design attack dreadnoughts with two space yards! So pay close attention to these abilities. Some modders add dummy abilities to certain items that serve no function other than to encourage the AI to use them effectively.

As for troops. I won't paste the whole entry up, although it is somewhat shorter. It calls for weapon families 100 and 101 which are small APBs and small DUCs.

Atraikius
December 20th, 2002, 01:58 PM
Maybe this will help, its a revised Version of the cheat sheet I made back before the Gold Version.

1040385338.zip (http://forum.shrapnelgames.com/newuploads/1040385338.zip)

LostCommander
December 21st, 2002, 01:14 AM
PERFECT!!

Wanderer
December 21st, 2002, 11:45 PM
'avin that!