Racename AI General.txt (SEIV)

From SEWiki
Jump to: navigation, search

AI_General.txt is used to set up randomly generated empires. It is never refered to after a game is in progress, or when empires are loaded from saved .emp files.

General Properties

Name                                     := Default
Description                              := A generic personality.
Empire Name                              := 
Empire Type                              := 
Emperor Name                             := 
Emperor Title                            := 
Biological Description                   := Humanoid physiology.
Society Description                      := Modern democracy.
General History Description              := Almost destroyed themselves with nuclear weapons, but finally matured into a space-faring society.
Demeanor                                 := Neutral

The above are all flavor-text properties. They are used to help identify empires in-game, but have no actual effects on gameplay.

Culture                                  := Neutral

Cultures provide various bonuses to an empire. The type selected here must match a culture in the mod's Data file.

Happiness Type                           := Peaceful

The Happiness Type defines how much planetary anger levels change after various in-game events occur. The type selected here must match a happiness type defined in the mod's Data file.

Planet Type                              := Rock
Atmosphere                               := Oxygen

These settings define the homeworld type for the race. They must match the hard-coded set of Rock, Ice, or Gas Giant for planet type, and Carbon Dioxide, Hydrogen, Methane, Oxygen, or None for Atmosphere.

Design Name File                         := Ravager.txt

This field refers to a file in the Dsgnname folder. When the AI designs a ship, it picks the next unused name from the file, in order from top to bottom. Every AI should use a different design name file, since the game will not allow multiple designs with the same name. When there are no more design names left in the file, the AI will name ships with the scheme "Design 1". All AIs use the same counter, so there will never be any duplicated design names in different empires.

Racial Traits

Race Opt 1 Num Characteristics           := 4
Race Opt 1 Characteristic 1 Type         := Mining Aptitude
Race Opt 1 Characteristic 1 Amount       := 120
Race Opt 1 Characteristic 2 Type         := Farming Aptitude
Race Opt 1 Characteristic 2 Amount       := 120
Race Opt 1 Characteristic 3 Type         := Refining Aptitude
Race Opt 1 Characteristic 3 Amount       := 120
Race Opt 1 Characteristic 4 Type         := Construction Aptitude
Race Opt 1 Characteristic 4 Amount       := 120
Race Opt 1 Num Advanced Traits           := 0
Race Opt 2 Num Characteristics           := 4
Race Opt 2 Characteristic 1 Type         := Mining Aptitude
Race Opt 2 Characteristic 1 Amount       := 120
Race Opt 2 Characteristic 2 Type         := Farming Aptitude
Race Opt 2 Characteristic 2 Amount       := 120
Race Opt 2 Characteristic 3 Type         := Refining Aptitude
Race Opt 2 Characteristic 3 Amount       := 120
Race Opt 2 Characteristic 4 Type         := Construction Aptitude
Race Opt 2 Characteristic 4 Amount       := 120
Race Opt 2 Num Advanced Traits           := 1
Race Opt 2 Adv Trait 1                   := Propulsion Experts
Race Opt 3 Num Characteristics           := 4
Race Opt 3 Characteristic 1 Type         := Mining Aptitude
Race Opt 3 Characteristic 1 Amount       := 120
Race Opt 3 Characteristic 2 Type         := Farming Aptitude
Race Opt 3 Characteristic 2 Amount       := 120
Race Opt 3 Characteristic 3 Type         := Refining Aptitude
Race Opt 3 Characteristic 3 Amount       := 120
Race Opt 3 Characteristic 4 Type         := Construction Aptitude
Race Opt 3 Characteristic 4 Amount       := 120
Race Opt 3 Num Advanced Traits           := 3
Race Opt 3 Adv Trait 1                   := Propulsion Experts
Race Opt 3 Adv Trait 2                   := Advanced Power Conservation
Race Opt 3 Adv Trait 3                   := Natural Merchants

These settings define how the AI spends its racial points. There are 3 Opt groups, which correspond to 2000, 3000, and 5000 point games. Note that the AI will not take any traits at all in a 0 point game. If the game is set to use 3000 points, the AI will use this block to select traits:

Race Opt 2 Num Characteristics           := 4
Race Opt 2 Characteristic 1 Type         := Mining Aptitude
Race Opt 2 Characteristic 1 Amount       := 120
Race Opt 2 Characteristic 2 Type         := Farming Aptitude
Race Opt 2 Characteristic 2 Amount       := 120
Race Opt 2 Characteristic 3 Type         := Refining Aptitude
Race Opt 2 Characteristic 3 Amount       := 120
Race Opt 2 Characteristic 4 Type         := Construction Aptitude
Race Opt 2 Characteristic 4 Amount       := 120
Race Opt 2 Num Advanced Traits           := 1
Race Opt 2 Adv Trait 1                   := Propulsion Experts

The first step the AI takes is to set Characteristics according to the defined types. Make sure you set the Num Characteristics line to the appropriate value here. The AI will go in order from top to bottom. Thus, if more points would be spent than are available, the characteristics at the bottom will get no points spent on them.

When creating AI, one useful suggestion is to add in a complete set of characteristics for each Race Opt. If you set the Amounts to 100, the AI will not raise or lower the characteristic. However, it makes it much easier for the modder to work with the characteristics, since the only thing that needs to be done is tweak Amounts. Keeping every race consistent with every characteristic defined in the same order also makes it easier to compare and verify AI General files.

The final step for the AI is to select Advanced Traits. The routine goes in order from top to bottom. For each trait, the AI will only add it if it has more than 0 points available, and it can afford the trait. As soon as it has 0 points, it stops evaluating the list. This can be a problem in mods that have 0 cost trait selections, since they will not be selected if they are listed last. If you use 0 cost traits, make sure your AIs select them first, then select a trait that costs points at the end.