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Spaceempires.net :: where can I get the uncompiled files? :: View topic
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where can I get the uncompiled files?

 
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Radien
Space Emperor


Joined: Apr 25, 2009

PostPosted: Fri May 01, 2009 6:43 pm    Post subject: where can I get the uncompiled files? Reply with quote

Does anyone know where I can get the un-compiled (.txt) files for the Unnamed AI? I'd like to use the AI with my mod, but my mod uses all 3 resource types heavily, so without tweaking, I think the AI will starve itself?

Also, I'll probably need the v1.08 files, since I think later versions changed the default ship designs? I'd like to mix some of the Unnamed AI empires with a few of my own, so I'm guessing that if I use the later versions one of the two won't work properly? (If not, I'd use the v1.10.txt files from the wiki.)

As you might notice a lot my statements are guesswork, so if anyone can add clarity to this situation it would be much appreciated! Smile


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri May 01, 2009 7:09 pm    Post subject: Reply with quote

The ones available on the SE Wiki are the only ones I know are still available. A search at SE5.com might net you earlier ones.

The AI uses it's own internal design types defined in the AI scripts. It never references DesignTypes.txt. However, for players choosing to use auto complete, it's helpful if the design types in the file match those in the AI scripts.

There's not really a problem mixing and matching AI files compiled with different source scripts assuming that they are designed for the same data set.


Space Empires Depot | SE:V Balance Mod


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Radien
Space Emperor


Joined: Apr 25, 2009

PostPosted: Fri May 01, 2009 9:07 pm    Post subject: Reply with quote

Ok, so let me see if I have this straight. I'm making guesses to fill in the blanks here, so please correct me if I get it wrong:

The human player's "autocomplete" designs are based on the designs listed in DesignTypes.txt. These in turn reference Script_AI_DesignCreation.txt?

AI designs are also based on Script_AI_DesignCreation.txt, probably referring to racename_main_script.txt to pick their preferred weapons.

I've got my home-brewed AI's (variants of stock with minor changes) and Unnamed's AI's (which have completely different ship designs) in the same game. They should still play nice with each other however, because the compiled.csf files Unnamed has provided already have their own (different) Script_AI_DesignCreation.txt data built-in, and thus will not clash with my AI's stock ship designs.

Following that train of thought further, if I were to attempt to combine a mix of my.txt files with his and then combine them in one compiled package, THAT could possibly break the AI's, because if some files referenced one design set and other files referenced the other, there would be conflicts.

Am I close?


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri May 01, 2009 11:37 pm    Post subject: Reply with quote

All auto complete does is call the main design function from Script_AI_DesignCreation. It matches the selected design type that the player chooses to one in the script and makes that design.

Your assumption about the two AI versions playing nice is ok, because both were compiled based on source scripts that were designed for the stock data set.

If you try to mix up the source scripts then you might not be able to compile because there may be additional variables or functions referenced in one source's script that don't exist in the other etc. It's likely some editing would have to be down to mesh elements of both into a 'hybrid' set.


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