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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Cap Missile Research problem

crimson's picture
Submitted by crimson on Fri, 2008-07-18 10:42. SE:V MODs

Hi, guys. Got a question. I was going though the code in BM on some of the ..._Main_script.txt and notice something about cap missiles. See, I can't see where the code tell the AI to research "Missile weapon", but I see that the script tells the AI to use it for "lst_Ship_Heavy_Weapon_Name". Am I missing something and the script is calling it another way or what. Thanks for the help. Oh, examples can be find in default_aggressive_main_script and Xiati_Main_script under the "Set_Race_Research_Areas" function.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

highlighter/User define lang for NOTEPAD++ for SEV
Crimson Concept Mod for SEV

Crimson

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Captain Kwok's picture
Mod Designer

Re: Cap Missile Research problem

Submitted by Captain Kwok on Fri, 2008-07-18 13:09.

Look for the lst_Research_Tech_Area_Name entries in any race's main script. These lists are read in the function Add_Wanted_Tech_Areas_For_Designs in Script_AI_Research.txt and the appropriate weapon tech areas are added to the research queue here.


Space Empires Depot | SE:V Balance Mod

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crimson's picture
Mod Designer

Re: Cap Missile Research problem

Submitted by crimson on Fri, 2008-07-18 18:26.

Hi, that's what I was looking at when I notice that the AI would want to use the tech, but not research it in the section above where the other weapon tech areas were. Also it's not all the races that is having this problem, just a few.

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

highlighter/User define lang for NOTEPAD++ for SEV
Crimson Concept Mod for SEV
Crimson

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