View Full Version : Editing Data files
PeterD
December 26th, 2002, 07:45 PM
I've been experimenting with these files
but is there a guide anywhere or a link
to a site that could help with what some of
the lines actually do.
Thanks
Ragnarok
December 26th, 2002, 07:50 PM
Fyron made a modding tutorial page to help ones modding these files.
It is linked to in his sig. But for ease I got it for you
http://galileo.spaceports.com/~kazharii/ModdingTutorial.html
That should help you out alot.
Happy modding! http://forum.shrapnelgames.com/images/icons/icon10.gif
Ragnarok
geoschmo
December 26th, 2002, 07:50 PM
You should check out Fyron's Mod tutorial (http://galileo.spaceports.com/~kazharii/ModdingTutorial.html)site. It is a good all around instructional site for modders.
Geoschmo
EDIT: Dang Rag! Beat me again. http://forum.shrapnelgames.com/images/icons/icon10.gif
[ December 26, 2002, 17:51: Message edited by: geoschmo ]
DavidG
December 26th, 2002, 08:26 PM
You might want to check out my program. It allows you to edit the files with a graphical interface. There is also some help that will appear in the status bar to tell you what each field is for. And a help file based on the text files headers and Fyrons site.
PeterD
December 26th, 2002, 09:31 PM
Thanks for the link. 101 is a great help
but there are a couple of questions about
AI_Fleets and AI_Settings that he doesn't
mention. Is there any help for them?
Thanks also for the link to the program,
I'll download it asap.
Gryphin
December 26th, 2002, 10:18 PM
DavidG's is the best. Even a guy like me can do it. The latest vesion is better than the Last and I thought the Last was Wold Class.
Fyron
December 27th, 2002, 01:56 AM
My modding tutorial does not cover modding AI files. http://forum.shrapnelgames.com/images/icons/icon7.gif
Andrés
December 27th, 2002, 02:41 AM
These tutorials should be copied into the wiki encycopedia.
PeterD
December 27th, 2002, 09:27 AM
Does anyone know what those tonnage Ratings
at the start of the AI_Settings file mean?
I've seen some with values in all 6 slots and
some with all six at zero.
Fyron
December 27th, 2002, 09:33 AM
They refer to the maximum size of ship the AI will build, based off of what tech level start the game is at. 1 is low tech, 2 is medium tech, 3 is high tech. A 0 max tonnage means there is no limit on the size of ship they will build. I think the number of turns is how long the ship size limit will be enforced. After X turns, the AI ignores the limit.
[ December 27, 2002, 07:35: Message edited by: Imperator Fyron ]
Rollo
December 27th, 2002, 07:27 PM
1, 2, 3 does not refer to the tech level start. It is simply that you can set three different stages. Say, build no bigger than LC for the first twenty turns. No bigger than BB for the first forty turns and so on. Technology level has no impact on this.
Rollo
Fyron
December 27th, 2002, 08:59 PM
Oh, ok. http://forum.shrapnelgames.com/images/icons/icon7.gif
PeterD
December 27th, 2002, 09:42 PM
Thanks to you all for your help.
While you're in such a helpful mode could you
enlighten me on why most of the files I've seen
in mods only have the AI defending 3 systems at
any time.
Is it that to ask more would be too much for it?
...and is there a limit to the %ships to be used
for defence in AI_Fleets? Can this be set lower?
Fyron
December 27th, 2002, 10:11 PM
The AI is not very good at anything. If it is set to defend a lot of systems, it will spread its defenses too thinly, and they will not be strong enough to have an effect. Better to adequately defend three systmes than to poorly defend 10. http://forum.shrapnelgames.com/images/icons/icon7.gif
PBW is a much better way to play se4. Human opponents are almost always better than the AIs. http://forum.shrapnelgames.com/images/icons/icon7.gif
PeterD
December 28th, 2002, 10:04 AM
Thats what I thought.
I've been playing VGA Planets for years
so I know how hard playing against other
people can be.
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