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Spaceempires.net :: Modding events :: View topic
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Modding events

 
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Pocus
Space Emperor


Joined: Sep 03, 2007

PostPosted: Mon Sep 03, 2007 2:16 pm    Post subject: Modding events Reply with quote

Hi,

I would like to flesh the games with events. Aside from the EventText file which has only the events descriptions, where are the others files needed to do that?

TIA.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Sep 03, 2007 5:25 pm    Post subject: Reply with quote

Data\Events.txt contains all event info.

What is this "EventText" file?


Smarter than your average Texrak.


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Pocus
Space Emperor


Joined: Sep 03, 2007

PostPosted: Mon Sep 03, 2007 6:26 pm    Post subject: Reply with quote

Check the data folder, you will see eventText.txt. But not events.txt there, although I spotted this interesting file

\Utilities\ScriptParser\SE5MainScripts\Script_Main_ExternalEvents.txt


Look like scripted pascal to me, very readable though for now I would just like to tweaks the parameters of already existing events, the output message and before all the event frequency. I don't see a 'global event frequency' somewhere, must look harder!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Sep 03, 2007 6:43 pm    Post subject: Reply with quote

Uhh... was this about SE5? Its in the SE4 section.

In SE5, you have to edit the event script source file (which you already found), compile it, and place it into your mod. Best to edit a copy, naturally.

The event setting chance values are embedded into the script (poor design):

Code:

  case event_freq
    EVENT_FREQUENCY_NONE: 
      set event_happened := FALSE
    EVENT_FREQUENCY_LOW:   
      if (chance <= 5) then
        set event_happened := TRUE
      endif
    EVENT_FREQUENCY_MEDIUM:
      if (chance <= 10) then
        set event_happened := TRUE
      endif
    EVENT_FREQUENCY_HIGH: 
      if (chance <= 25) then
        set event_happened := TRUE
      endif
  endcase


Personally, I don't find the SE5 scripts very "readable." Excessively verbose and difficult to follow, more like. Sigh, for want of something clean and elegant as python...


Smarter than your average Texrak.


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Pocus
Space Emperor


Joined: Sep 03, 2007

PostPosted: Mon Sep 03, 2007 8:24 pm    Post subject: Reply with quote

oops sorry, I posted in the wrong forum. Yes I'm speaking of SE5, don't hesitate to move the whole thread.

I'm unsure the events can affect the AI, can you confirm?

It is written in what btw, a custom pseudo pascal script done by Aaron Hall?


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Sep 04, 2007 9:13 pm    Post subject: Reply with quote

Events can and will hit any empire, AI or human.

Smarter than your average Texrak.


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isopsyco
Space Emperor


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Wed Sep 05, 2007 12:58 am    Post subject: Reply with quote

[quote
Personally, I don't find the SE5 scripts very "readable." Excessively verbose and difficult to follow, more like. Sigh, for want of something clean and elegant as python...[/quote]

I thought it was just me getting frustrated with the scripts!! So its not just me, big relief. I thought my programming skills were rusty, but I didn't think that rusty Smile


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