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Gideon's blog

Under the hood: Gidmod Intel (or "...this world was being watched closely by intelligences greater than man's...")

Submitted by Gideon on Fri, 2007-11-09 14:01.

It has occured to me that it is rather unfair of me to change how intel defense works, and then not post details on the system. The following information is current as of 4.9.0-beta, with a game version of 1.58. Hopefully this helps you to better understand how intel defense success is calculated in my mod.

The first thing you should know is how intel and intel defense works.

Basically, an attack type is chosen. Then, the game accumulates points for that type (the ammount varies by type) until it has enough to launch the project. How much the attack project costs goes up by an ammount based on how many total attack points you are spending.

» read more | 4 comments

AI Script, planet max population capacity (or "Earth that was could no longer sustain our numbers, we were so many.")

Submitted by Gideon on Tue, 2007-11-06 12:57.

I was rather surprised to find out that the AI script has no system function to get the maximum population capcity for a planet. So, I made my own. I hope someone finds this useful.

» read more | login or register to post comments | 1 attachment

Domed colonies in the AI script (or "Is there air?!? You don't know!")

Submitted by Gideon on Wed, 2007-10-31 17:25.

A while back I found that I needed to detect whether a colony is domed. After sifting through the docs for a while, I realized that there is no way to directly check this. The function Sys_Is_Planet_Breathable() checks the planet against your Empire's primary race, but doesn't take in to account whether a colony is actually domed.

I created a script function that has since served me very well in many other script files. I thought I would post it here in case anyone wants to use or modify it themselves. I've also attached a .txt file with this information, as it might be hard to read here due to formatting.

» read more | 2 comments | 1 attachment

List of AI Script Files (AKA, Road Map to Madness)...

Submitted by Gideon on Wed, 2007-10-24 12:58.

For my first blog entry, I thought I would post a list of the stock AI script files, and what they do. To help new scripters find their way around the files.

If you see a word enclosed by %'s then this is a wild card. For instance, %mod_name% means whatever name you give your mod. So, that would be "BadassMod", not "%mod_name%".

This blog entry will not be going over the details of each file. Each file is generally complex enough to warrant its own blog entry (some of them might warrant several).

Well, enough of that Emo crap, on with the list!

» read more | 2 comments
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