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Warlords 0.30 Patch 1 - Temporary Fixes


Evil_Greven
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Hey all,

 

I hope the creator doesn't shoot me for this, but the Imperial AI not working correctly was really bugging me, so I spent a couple of hours working on it and the other issue annoying me (corrupted descriptions for some ships).

 

So, here are the fixes for that.

 

AI Fix:

--this goes in homeworld2\data\ai\

cpuresearch.lua

 

Ship Description Fix:

--this goes in homeworld2\data\scripts\building and research\imperial\

build.lua

 

--this goes in homeworld2\data\scripts\building and research\rebel\

build.lua

 

It seems my server uses .lua so I had to upload them in ZIP format. Just unzip to the correct diretory.

 

-Greven

 

EDIT:

Remember to keep a copy of your previous files (I usually rename it with .old, for example)

Edited by Evil_Greven
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You probably should have contacted Eville before doing that, but I don't think he'll be too angry.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Yeah, I emailed him... but I guess he's on a different time zone or works days late or something. Several people who play with me told me I should post it, when I told them I got the Imperial AI working, so I went ahead and did.

 

I did email him first, but I hope he won't be upset.

 

-Greven

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  • SWR Staff - Executive

not angry, just concerned that they were released before I approved them :evil:

 

the issue is versioning.

 

if people have different versions and play multiplayer then they complain.

 

if they are foolish and can't install them then they complain..

 

if the files change something in a file that I've already changed in the next development version I complain.

 

so I don't mind updates like this, just don't put them out until I can look at them.

 

so now the issue is, you have to support the patches :lol:

 

or at least give me an exact change log of what you fixed so that I can add them to what I have.

 

I won't be able to look at these in depth until sunday night, but for right now I guess it doesn't matter because not to much is going on.

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That's what I was afraid of.

 

As far as the changes, I think I put them in the email I sent, at least for the cpuresearch.lua

 

in /data/ai/cpuresearch.lua:

 

--in function DoResearchTechDemand_Empire():

if (Util_CheckResearch( ION_CANNONSII) ) then

local Ion_CannonsII_Demand = ShipDemandMaxByClass(

eAntiCruiser ) + ShipDemandMaxByClass( eAntiDestroyer

) + ShipDemandMaxByClass( eAntiFrigate )

if ( Ion_Cannons_DemandII > 0) then

ResearchDemandSet( ION_CANNONSII,

Ion_CannonsII_Demand )

end

end

 

--should be:

 

if (Util_CheckResearch( ION_CANNONSII) ) then

local Ion_CannonsII_Demand = ShipDemandMaxByClass(

eAntiCruiser ) + ShipDemandMaxByClass( eAntiDestroyer

) + ShipDemandMaxByClass( eAntiFrigate )

if ( Ion_CannonsII_Demand > 0) then

ResearchDemandSet( ION_CANNONSII,

Ion_CannonsII_Demand )

end

end

 

--also:

if (Util_CheckResearch(EXECUTOR_DESIGN) ) then

local Executor_Design_Demand = 0.5

if ( Executor_Design > 0) then

ResearchDemandSet( EXECUTOR_DESIGN,

Executor_Design_Demand )

end

end

if (Util_CheckResearch(VENGEANCE_DESIGN) ) then

local Vengence_Design_Demand = 0.5

if ( Vengence_Design > 0) then

ResearchDemandSet( VENGEANCE_DESIGN,

Vengence_Design_Demand )

end

end

if (Util_CheckResearch(SOVEREIGN_DESIGN) ) then

local SOVEREIGN_Design_Demand = 0.5

if ( SOVEREIGN_Design > 0) then

ResearchDemandSet( SOVEREIGN_DESIGN,

SOVEREIGN_Design_Demand )

end

end

 

--should be:

 

if (Util_CheckResearch(EXECUTOR_DESIGN) ) then

local Executor_Design_Demand = 0.5

if ( Executor_Design_Demand > 0) then

ResearchDemandSet( EXECUTOR_DESIGN,

Executor_Design_Demand )

end

end

if (Util_CheckResearch(VENGEANCE_DESIGN) ) then

local Vengence_Design_Demand = 0.5

if ( Vengence_Design_Demand > 0) then

ResearchDemandSet( VENGEANCE_DESIGN,

Vengence_Design_Demand )

end

end

if (Util_CheckResearch(SOVEREIGN_DESIGN) ) then

local SOVEREIGN_Design_Demand = 0.5

if ( SOVEREIGN_Design_Demand > 0) then

ResearchDemandSet( SOVEREIGN_DESIGN,

SOVEREIGN_Design_Demand )

end

end

 

--also, this may be an error, I'm not sure, changed it

just in case:

if (Util_CheckResearch(PROTON_TORPEDOSII) ) then

local Torpedo_Demand = ShipDemandMaxByClass(

eAntiCruiser ) + ShipDemandMaxByClass( eAntiDestroyer

) + ShipDemandMaxByClass( eAntiFrigate )

if (Torpedo_Demand > 0) then

ResearchDemandSet( PROTON_TORPEDOSII, Torpedo_Demand

)

end

end

 

 

--changed to:

if (Util_CheckResearch(PROTON_TORPEDOSII) ) then

local TorpedoII_Demand = ShipDemandMaxByClass(

eAntiCruiser ) + ShipDemandMaxByClass( eAntiDestroyer

) + ShipDemandMaxByClass( eAntiFrigate )

if (TorpedoII_Demand > 0) then

ResearchDemandSet( PROTON_TORPEDOSII,

TorpedoII_Demand )

end

end

 

Also, I removed the print() calls in that function (I assumed it was for debugging). Then, AI worked fine.

 

http://evilgreven.brinkster.net/poorally.jpg

 

As for the two build.lua files... there is a max character limit, and I think it is for a segment of the script, as a limit of 859 for just the description is an unusual number to cap at.

 

I shortened, without changing any meaning (mostly just shortened phrases or changed words to shorter equivalents) so that the main essentials (weapons count, prereqs, etc) would show up instead of jibberish.

 

Descriptions I shortened:

EMPIRE:

-Victory I-class Destroyer

-Allegiance -class Destroyer

-Titan -class Cruiser

-Tyrant -class Cruiser

 

REBEL:

-CC-5500 Frigate

-Defender -class Destroyer

-Mediator -class Cruiser

 

 

If you want me to take down the links, I'll be more than willing to.

 

-Greven

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  • SWR Staff - Executive
thank you for putting the fixes up (my email seems to be having troubles as I can't send or recieve from it) those are exactly what I want. I f you have any other AI or build list fixes, feel free to pm them to me, it always helps to have another eye looking at them.
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