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Basic AI Modding Tutorials

 
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Mar 31, 2005 3:54 am    Post subject: Basic AI Modding Tutorials Reply with quote

BASIC AI DESIGN FAQ # 1
Weapon Research and Design Application


FAQ By: William Christopher
e-mail: atrocitiest at astmod dotcom
FAQ By: CNC Raymond
e-mail: cncraymond at astmod dot com

Version 1.00



INDEX



INTRODUCTION
UPDATES
CONTRIBUTE RS
BASIC GUILD LINES TO SURVIVAL
TECHNOLOGY NAME / LEVEL
WEAPON NAME / FAMILY NUMBER
WEAPON ORDER OF RESEARCH GAIN
THE RESEARCH FILE WOULD LOOK SOMETHING LIKE THIS
RACE_AI_DESIGN_CREATION




INTRODUCTION



If your reading this FAQ you are obviously interested in basic AI design modding.
The reason I decided to make this was because of the lack of good AI Modding Tutorials or FAQ's out there.

This FAQ was written by both CNC Raymond and myself from our notes regarding our experiences with modding our separate mods.
This FAQ is by no means complete, however it should help many to understand the basic concept behind AI modding and design.

It is my sincere hope that at least one person will find this FAQ helpful and use it to gain a basic understanding of how
to design and mod an AI for mod.

THESE ARE EXAMPLES ONLY Please do not copy and paste.




UPDATES



V1.0 Released 3-04-2004




CONTRIBUTE RS




Atrocities
CNC Raymond
Fyron
Krsqk



BASIC GUILD LINES TO SURVIVAL



1. Plan your mod before beginning
2. Keep a detailed list of changes you make
3. List out your components by name and family number and organize according to level and research progression
4. Keep your files organized and keep track
5. Prioritize data for research files. (What tech needs to be researched first and in what order)
6. Prioritize data for Design_Creation files. (To aid in setting up this file it is best to know the weapon progression and family numbers.)




TECHNOLOGY NAME LEVEL



NOTE: When designing your tech file it is very important that you keep your files organized. What I like to do is have a separate file where I keep
a running list of my technologies in order of progression and level. This will help me later when I set up my research file and Design Creation files.
The technology name and level number is very important when setting up and prioritizing the Research file. Knowing what technologies must be researched in
what order can help your AI do a better job of researching. For example it is pointless to have your research file set up to research Torpedo weapons prior
to Military Theory 1. If you look at how the information is organized below you will see that I try to keep my data
listed in order of research progression. This will help me later in setting up my AI Research files.

Projectile Weapons 10
Missile Weapons 5
Physics 2
Energy Weapons 5
Energy Stream Weapons 20
High Energy Weapons 5
Military Theory 1
Torpedos 20

NOTE: You want to avoid going over 20 in any tech levels. So break them up.



WEAPON NAME \ LEVEL & FAMILY NUMBER



NOTE: Here is an example of how I keep track of my weapons and components.
For components I also track the primary ability so I can add them, if I desire, to the Design Creation file.
The weapon name and level is important for designing a tech tree. The Family Number is very important for setting up your Design Creation file. When you look at the
example ATTACK SHIP below, look at the entries for Major Weapon and Secondary Weapon. You will note that the weapon Family number corresponds to this list.
Please keep in mind that the design of that the best way to design that file is by play testing and seeing how the AI designs ships. You can tweak the designs and even
add more with different weapons families. Also read below on how you can now use an AI_Tag and or Ability to add weapons to your designs.


Projectile Weapons 1 - 10 1
Lasers 1 - 5 6
Phase Cannons 1 - 10 7
Phasers 1 - 10 8
Compression Phasers 1 - 5 9

Missile Weapons 1 - 5 2
Matter Anti Matter Weapons 1 - 5 3
Photon Torpedos 1 - 10 4
Quantum Torpedos 1 - 5 5



WEAPON ORDER OF RESEARCH GAIN



NOTE: Well this list speaks for its self. I like to lay out my designs in what I call a weapons tree format so that I can keep track of what it is I am trying to accomplish.
As you can see the order of weapons is progressive. This really does help in setting up the research file and or tracking new weapons and how they relate to other weapons in priority of research.


The order is now set,
Start game with - so research Physics 1 to start

Projectile Weapons 1
Projectile Weapons 2
Projectile Weapons 3
Projectile Weapons 4
Projectile Weapons 5 Energy Weapons (5 Levels)
Projectile Weapons 6 Lasers 1
Projectile Weapons 7 Lasers 2
Projectile Weapons 8 Lasers 3
Projectile Weapons 9 Lasers 4
Projectile Weapons 10 Lasers 5
Energy Stream Weapons (20 Levels)
Phase Cannons 1
Phase Cannons 2
Phase Cannons 3
Phase Cannons 4
Phase Cannons 5
Phase Cannons 6
Phase Cannons 7
Phase Cannons 8
Phase Cannons 9
Phase Cannons 10
Physics 2
Phasers 1
Phasers 2
Phasers 3
Phasers 4
Phasers 5
Phasers 6
Phasers 7
Phasers 8
Phasers 9
Phasers 10
High Energy Weapons (5 Levels)
Compression Phasers 1
Compression Phasers 2
Compression Phasers 3
Compression Phasers 4
Compression Phasers 5


Missile Weapons 1
Missile Weapons 2
Missile Weapons 3
Missile Weapons 4
Missile Weapons 5
Military Theory (Level 1)
Torpedos (20 Levels)
Matter Anti Matter Torpedos 1
Matter Anti Matter Torpedos 2
Matter Anti Matter Torpedos 3
Matter Anti Matter Torpedos 4
Matter Anti Matter Torpedos 5
Photon Torpedos 1
Photon Torpedos 2
Photon Torpedos 3
Photon Torpedos 4
Photon Torpedos 5
Photon Torpedos 6
Photon Torpedos 7
Photon Torpedos 8
Photon Torpedos 9
Photon Torpedos 10
Quantum Torpedos 1
Quantum Torpedos 2
Quantum Torpedos 3
Quantum Torpedos 4
Quantum Torpedos 5




THE RESEARCH FILE WOULD LOOK SOMETHING LIKE THIS



NOTE: I added Ship Construction to show priority. When setting up a research file it is important to include other
technology throughout the list in order to obtain a balanced research file. This is best done by prioritizing the
technology. Obviously Military Theory 1 must be researched before Torpedo Weapons can be, so Military Theory 1 must
become a priority if you want to research Torpedos early on.
The organization of this file is purely for example purposes. You must be the final judge on how best to lay out the research files for you own mod.


AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 2
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Projectile Weapons
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Physics
Tech Area Level := 1
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Missile Weapons
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Military Theory
Tech Area Level := 1
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Weapons
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 8
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 4
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 8
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 10
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 10
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Physics
Tech Area Level := 2
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 12
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 12
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 14
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 14
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 6
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 16
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 16
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 18
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 18
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Torpedos
Tech Area Level := 20
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Energy Stream Weapons
Tech Area Level := 20
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := High Energy Weapons
Tech Area Level := 5
Tech Area Min Percent := 34

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Ship Construction
Tech Area Level := 8
Tech Area Min Percent := 34



RACE_AI_DESIGN_CREATION



NOTE: I am not all that familiar with this file so I recommend that you consult with modders such as FYRON, ATROCITIES, and ROLLO
NOTE: Misc Ability - If you take a close look at this portion of the file you can see how Abilities play into a design. The way
that it has been explained to me is such:

Misc Ability 1 Name := Point-Defense The Ability as listed in the Abilities File in the Data
folder and also on the Component. This Ability once researched
will be added to the AI ship design. The order does not matter
from what I have been told. The AI adds the component based off
the Spaces Per One entry and available kt space of the design.
To add a component you can either use the COMPONENTS ABILITY, or
if that Component has a special AI TAG (As listed in the Abilities File)
associated with the component. For the following examples only
Abilities were listed no special AI TAGS were used.

Misc Ability 1 Spaces Per One := 200 (SPO)

I think that it works like this: (Please Note I Could Be Horribly Wrong)
HS/SPO Rounded up to the whole number
(HS = Hull size / SPO = Spaces Per One)
HS = 100 / SPO = 100 = 1

Hull Size SPO Number of Components Added To Design
100 kt 100 1
200 kt 100 2
300 kt 100 3
400 kt 100 4
800 kt 100 8

200 kt 400 1
300 kt 400 1
400 kt 400 1
500 kt 400 1
800 kt 400 2
1600 kt 400 4

A SPO of 10000 to any ship size will result in the AI only adding one component with this ability
to the design UNLESS there are ship sizes larger than this.

(KT Space ALLOWING)
If HS = 500 kt and the SPO = 1000 then the AI will add 1 of these components.
If HS = 1500 kt and the SPO = 100 then the AI will add 15 of these components
If HS = 5000 kt and the SPO = 50 then the AI will add 100 of these components


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 := 10
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 6
Secondary Weapon Family Pick 3 := 7
Secondary Weapon Family Pick 4 := 8
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Num Misc Abilities := 10
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 := Scanner Jammer
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Supply Storage
Misc Ability 10 Spaces Per One := 500

Name := Torpedo 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 := 5
Majority Weapon Family Pick 2 := 4
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 2
Secondary Weapon Family Pick 3 := 3
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Num Misc Abilities := 10
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 := Scanner Jammer
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Supply Storage
Misc Ability 10 Spaces Per One := 500

Name := Defense Base
Design Type := Defense Base
Vehicle Type := Base
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 := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 9
Majority Weapon Family Pick 2 := 4
Majority Weapon Family Pick 3 := 10
Majority Weapon Family Pick 4 := 5
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 2
Secondary Weapon Family Pick 3 := 6
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Num Misc Abilities := 7
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Quantum Reactor
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Combat To Hit Defense Plus
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Offense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Shield Regeneration
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Scanner Jammer
Misc Ability 7 Spaces Per One := 10000


Back to top
Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Mar 31, 2005 3:57 am    Post subject: Reply with quote

BASIC AI DESIGN FAQ # 2
Adding New Races To MODS


FAQ By: William Christopher
e-mail: atrocitiest@astmod.com

Version 1.00



INTRODUCTION



Generally speaking this process can be adapted for just about any mod that uses custom Technology and Raical Traits.


For the purpose of this FAQ, I am going to use the Star Trek Mod as my example Mod and the Terran Race by Malfador as the race being adapted for use with the mod.



UPDATES



V1.0 Released 3-04-2004



THE PROCESS



1. Select the race you wish to use.

2. Copy it into the MOD NAME/Pictures/Race folder.

3. Open the new race and delete the following files
A. Research
B. Design Creation
C. Settings
D. Politics
F. Anger

3. Now choose a race that you want your race to be simular too.
A. For this FAQ, I selected the Federation

4. Copy over the following files from the Federation Race Folder
A. General
B. Research
C. Design Creation
D. Construction Units
E. Settings
F. Politics
G. Anger
H. Speech (Optional - you can always edit it.)

5. In the new race folder, open the Federation AI General File and copy all of the information from "Demeanor" down and paste
it over the same information in your Races AI General File.

Demeanor := Friendly
Culture := Federation
Happiness Type := Explorers
Planet Type := Rock
Atmosphere := Oxygen
Design Name File := Federation.txt
Race Opt 1 Num Characteristics := 4
Race Opt 1 Characteristic 1 Type := Aggressiveness
Race Opt 1 Characteristic 1 Amount := 105
Race Opt 1 Characteristic 2 Type := Political Savvy
Race Opt 1 Characteristic 2 Amount := 110
Race Opt 1 Characteristic 3 Type := Intelligence
Race Opt 1 Characteristic 3 Amount := 105
Race Opt 1 Characteristic 4 Type := Mining Aptitude
Race Opt 1 Characteristic 4 Amount := 105
Race Opt 1 Num Advanced Traits := 3
Race Opt 1 Adv Trait 1 := Federation Technology
Race Opt 1 Adv Trait 2 := Rock World Natives
Race Opt 1 Adv Trait 3 := Natural Merchants
Race Opt 2 Num Characteristics := 4
Race Opt 2 Characteristic 1 Type := Aggressiveness
Race Opt 2 Characteristic 1 Amount := 105
Race Opt 2 Characteristic 2 Type := Political Savvy
Race Opt 2 Characteristic 2 Amount := 120
Race Opt 2 Characteristic 3 Type := Intelligence
Race Opt 2 Characteristic 3 Amount := 120
Race Opt 2 Characteristic 4 Type := Mining Aptitude
Race Opt 2 Characteristic 4 Amount := 120
Race Opt 2 Num Advanced Traits := 3
Race Opt 2 Adv Trait 1 := Federation Technology
Race Opt 2 Adv Trait 2 := Rock World Natives
Race Opt 2 Adv Trait 3 := Natural Merchants
Race Opt 3 Num Characteristics := 7
Race Opt 3 Characteristic 1 Type := Aggressiveness
Race Opt 3 Characteristic 1 Amount := 105
Race Opt 3 Characteristic 2 Type := Political Savvy
Race Opt 3 Characteristic 2 Amount := 120
Race Opt 3 Characteristic 3 Type := Intelligence
Race Opt 3 Characteristic 3 Amount := 120
Race Opt 3 Characteristic 4 Type := Mining Aptitude
Race Opt 3 Characteristic 4 Amount := 120
Race Opt 3 Characteristic 5 Type := Construction Aptitude
Race Opt 3 Characteristic 5 Amount := 120
Race Opt 3 Characteristic 6 Type := Refining Aptitude
Race Opt 3 Characteristic 6 Amount := 110
Race Opt 3 Characteristic 7 Type := Happiness
Race Opt 3 Characteristic 7 Amount := 110
Race Opt 3 Num Advanced Traits := 4
Race Opt 3 Adv Trait 1 := Federation Technology
Race Opt 3 Adv Trait 2 := Rock World Natives
Race Opt 3 Adv Trait 3 := Natural Merchants
Race Opt 3 Adv Trait 4 := Advanced Storage Techniques

6. Save the change and exit.

7. Delete the Federation AI General File from your Races folder.

8. Now rename the copied over Federation files to the name of your race. (Example Federation_AI_Research to Terran_AI_Research.)

9. Open the Race_AI_General File (Substitute the name of your race for RACE - Example Terran_AI_General)

10. Start the SEIV MOD that you copied over the new race via the Mod Launcher, or alterd PATH.txt

11. Select NEW GAME

12. Select PLAYER SETTINGS Tab
A. Under "Raical Points For New Players" select Low (2000)

13. Select PLAYERERS Tab
A. Select ADD NEW tab on the top right menu.
B. Cycle through the races until you find the new race. (The one you added) (Example: Terran Race Portrait)

14. ALT TAB* and Select RACE_AI_General file (Example: Terran_AI_General)

* NOTE: ALT TAB is a Key board Command for switching between open windows. To use simply press and hold the ALT key on your key board, then hit the Tab key to cycle through the list of open windows. Stop on the one you want and release both keys and it will open.

15. Now Using the General File, and the ALT TAB command:
A. Set up your race by copying the information and pasting it into the corrosponding SEIV New Players Information.
Example: (ALT TAB Between the your SEIV Race Set Up window and the Race AI General file to obtain info.)
1. Empire Name
2. Empire Type
3. Emperor Title
4. Emperor Name

16. Select Federation Design Name File (Or other, but be sure to also edit the name in the Race AI General File
(Example: "Design Name File := Federation.txt" to "Design Name File := Terran.txt")

NOTE: If you wish to use a custom or differant Design Name file, YOU MUST INCLUDE IT into the Mods Design Names folder BEFORE you start the SEIV Mod and this process. Otherwise it will not show up in the list.

17. Select "Use Race Minister Style" (A Green Dot will indicate that you have selected it.)

18. Select the ENVIRONMENT Tab
A. Set the settings occording to your Race_AI_General file.
Example:
1. Atmosphere Breated should be the same as it appears in the Race_AI_General file "Atmosphere := Oxygen"
2. Home Planet Type should be the same as it appears in the Race_AI_General file "Planet Type := Rock"

19. Select the CULTURES Tab
A. Select the Culture that is listed in the Race_AI_General file
Example:
1. Culture should be the same as it appears in the Race_AI_General file "Culture := Federation"

20. Select the DESCRIPTION Tab
A. Copy and past the requested information form your Race_AI_General file
1. Biological Discription
2. Society Discription
3. General History

21. Set the Demeanor that is listed in the Race_AI_General file.
Example:
A. "Demeanor := Friendly"

22. Set the Happiness Type that is listed in the Race_AI_General file.
Example:
A. "Happiness Type := Explorers"

22. Select ADVANCED TRAITS Tab.
A. Select the Advanced Traits in order as they are listed in the Race_AI_General file under Race Opt 1*
Example:
1. Race Opt 1 Adv Trait 1 := Federation Technology
Race Opt 1 Adv Trait 2 := Rock World Natives
Race Opt 1 Adv Trait 3 := Natural Merchants

* NOTE: Race Opt 1 = Equals the settings for 2000 racial points.
Race Opt 2 = Equals the settings for 3000 racial points
Race Opt 3 = Equals the settings for 5000 racial points

** NOTE: The AI will stop selecting Advanced Traits once the points maximum has been reaced. So it is always the best option
to select the FREE or zero point Advanced Traits first.

23. Select the CHARACTERISTICS Tab.
A. Select the Characterists and set their number as they are listed in the Race_AI_General file under Race Opt 1.
Example:
1. Race Opt 1 Characteristic 1 Type := Aggressiveness
Race Opt 1 Characteristic 1 Amount := 105
Race Opt 1 Characteristic 2 Type := Political Savvy
Race Opt 1 Characteristic 2 Amount := 110
Race Opt 1 Characteristic 3 Type := Intelligence
Race Opt 1 Characteristic 3 Amount := 105
Race Opt 1 Characteristic 4 Type := Mining Aptitude
Race Opt 1 Characteristic 4 Amount := 105

24. Click on the CREATE EMPIRE button at the bottom of the page. Congradulations, you just created your 2000 (2k) racial point EMP (Empire) File. Now you must save it.

25. Click the SAVE TO FILE Tab on the bottom of the right side menu.
A. Select NO for the first window "Do you want to save your designs"
B. Click the NEW EMPIRE FILE button at the bottom.
C. EMPIRE NAME will appear, enter the name you wish. I use Race Name and points. Race 2k (Example: Terran 2k)
D. Click OK

PRESTO, you have just saved your Race 2k file to the Empires folder of the MOD. Now you will want to create the 3000 and 5000 point EMP files. The process is basically the same.

26. Select PLAYER SETTINGS Tab
A. Under "Raical Points For New Players" select Medium (3000)

27. Select PLAYERERS Tab
A. Make sure your new empire is the one with the Green Dot next to it.
B. Click the EDIT Tab on the right side menu

28. Select ADVANCED TRAITS Tab.
A. Select the Advanced Traits in order as they are listed in the Race_AI_General file under Race Opt 2*
Example:
1. Race Opt 2 Adv Trait 1 := Federation Technology
Race Opt 2 Adv Trait 2 := Rock World Natives
Race Opt 2 Adv Trait 3 := Natural Merchants

29. Select the CHARACTERISTICS Tab.
A. Select the Characterists and set their number as they are listed in the Race_AI_General file under Race Opt 1.
Example:
1. Race Opt 2 Characteristic 1 Type := Aggressiveness
Race Opt 2 Characteristic 1 Amount := 105
Race Opt 2 Characteristic 2 Type := Political Savvy
Race Opt 2 Characteristic 2 Amount := 120
Race Opt 2 Characteristic 3 Type := Intelligence
Race Opt 2 Characteristic 3 Amount := 120
Race Opt 2 Characteristic 4 Type := Mining Aptitude
Race Opt 2 Characteristic 4 Amount := 120

30. Click on the CREATE EMPIRE button at the bottom of the page. Congradulations, you just created your 3000 (3k) racial point EMP (Empire) File. Now you must save it.

31. Click the SAVE TO FILE Tab on the bottom of the right side menu.
A. Select NO for the first window "Do you want to save your designs"
B. Click the NEW EMPIRE FILE button at the bottom.
C. EMPIRE NAME will appear, enter the name you wish. I use Race Name and points. Race 3k (Example: Terran 3k)
D. Click OK

32. Select PLAYER SETTINGS Tab
A. Under "Raical Points For New Players" select Medium (3000)

33. Select PLAYERERS Tab
A. Make sure your new empire is the one with the Green Dot next to it.
B. Click the EDIT Tab on the right side menu

34. Select ADVANCED TRAITS Tab.
A. Select the Advanced Traits in order as they are listed in the Race_AI_General file under Race Opt 2*
Example:
1. Race Opt 3 Adv Trait 1 := Federation Technology
Race Opt 3 Adv Trait 2 := Rock World Natives
Race Opt 3 Adv Trait 3 := Natural Merchants
Race Opt 3 Adv Trait 4 := Advanced Storage Techniques

35. Select the CHARACTERISTICS Tab.
A. Select the Characterists and set their number as they are listed in the Race_AI_General file under Race Opt 1.
Example:
1. Race Opt 3 Characteristic 1 Type := Aggressiveness
Race Opt 3 Characteristic 1 Amount := 105
Race Opt 3 Characteristic 2 Type := Political Savvy
Race Opt 3 Characteristic 2 Amount := 120
Race Opt 3 Characteristic 3 Type := Intelligence
Race Opt 3 Characteristic 3 Amount := 120
Race Opt 3 Characteristic 4 Type := Mining Aptitude
Race Opt 3 Characteristic 4 Amount := 120
Race Opt 3 Characteristic 5 Type := Construction Aptitude
Race Opt 3 Characteristic 5 Amount := 120
Race Opt 3 Characteristic 6 Type := Refining Aptitude
Race Opt 3 Characteristic 6 Amount := 110
Race Opt 3 Characteristic 7 Type := Happiness
Race Opt 3 Characteristic 7 Amount := 110

36. Click on the CREATE EMPIRE button at the bottom of the page. Congradulations, you just created your 5000 (5k) racial point EMP (Empire) File. Now you must save it.

37.. Click the SAVE TO FILE Tab on the bottom of the right side menu.
A. Select NO for the first window "Do you want to save your designs"
B. Click the NEW EMPIRE FILE button at the bottom.
C. EMPIRE NAME will appear, enter the name you wish. I use Race Name and points. Race 5k (Example: Terran 5k)
D. Click OK

CONGRADULATIONS, you have done it. You have just made your three empire files. From this point forward you can select them by clicking on the ADD EXSISTING Tab on the right side menu of the PLAYERS Screen.

If you wish to make all new empire files, you can always edit the RACE_AI_GENERAL file and them use this process to make the race EMP files.

I use this process to make new EMP and General files at the same time. As I add an Advanced Characteristic, I can see who many points I have left to use with CHARACTERISTICS. Then I add this information to the RACE_AI_GENERAL file as I go.

Some players may want more Aggression, and leave the Political Savvy set at 100. In this case you would simply delete the Poltical Savvy entrys and change the Agression to what you wish, or add a new characteristic and its point useage.

Just keep in mind the basic AI design and rules. Each must be numbered correctly, Race Opt 1 , 2, or 3. The Order must be numbered correctly, Characteristic 1 type - 1 Amount, 2 Type - 2 Amount, etc.

Good luck.


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