modtools:aieditor
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modtools:aieditor [2017/05/13 13:17] – [Saving AI File] admin | modtools:aieditor [2022/02/15 18:00] (current) – external edit 127.0.0.1 | ||
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===== AI Editor ===== | ===== AI Editor ===== | ||
- | GearCity stores all AI companies in an XML file. Due to some variables requiring a City ID, //AI.xml// files are specific to // | + | GearCity stores all AI companies in an XML file. Due to some variables requiring a City ID, //AI.xml// files are specific to // |
- | Each AI node also contains a logo file. These files should be shipped with the map or added via the mod system as supplemental artwork. | + | Each AI node contains a logo file. These files are shipped with the map or added via the mod system as supplemental artwork. |
//If you add/edit an AI company, and the game crashes, check the [[ModTools: | //If you add/edit an AI company, and the game crashes, check the [[ModTools: | ||
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===== Mod Tools ===== | ===== Mod Tools ===== | ||
- | To access the AI Editor, you must open the Mod Tools. See [[ModTools: | + | To access the AI Editor, you must open the Mod Tools. See [[ModTools: |
- | The AI Editor is available | + | The AI Editor is located |
+ | \\ | ||
+ | \\ | ||
===== The Editor ===== | ===== The Editor ===== | ||
This is the AI Editor. Below we'll walk you through what each part of the Editor is for. | This is the AI Editor. Below we'll walk you through what each part of the Editor is for. | ||
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- Lists the AI companies entered into the editor. | - Lists the AI companies entered into the editor. | ||
- Clears AI Variable data so a new AI company can be generated from scratch. | - Clears AI Variable data so a new AI company can be generated from scratch. | ||
- | - Adds/ | + | - Adds the new AI company |
- Removes selected AI from list of AI companies entered into the editor. | - Removes selected AI from list of AI companies entered into the editor. | ||
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+ | \\ | ||
+ | \\ | ||
===== Files And How it Works ===== | ===== Files And How it Works ===== | ||
- | When the player starts a new game on a selected map, the // | + | When the player starts a new game on a selected map, the // |
The game can only load a random number of AI from an //AI.xml// file or all the AI from the file. With that in mind, multiple AI files may be needed. For example, Base City Map has 3 //AI.xml// files. One with 10 large companies, one with 25 large companies, and finally one that has 300 AI companies and is used for the " | The game can only load a random number of AI from an //AI.xml// file or all the AI from the file. With that in mind, multiple AI files may be needed. For example, Base City Map has 3 //AI.xml// files. One with 10 large companies, one with 25 large companies, and finally one that has 300 AI companies and is used for the " | ||
- | The //AI.xml// contains all the behaviors, data, and starting information for AI companies. The actions of the AI are based on the variables presented in the //AI.xml// file. All data is moved from the xml file to the save game. So any changes made to the //AI.xml// will require a save game. | + | The //AI.xml// contains all the behaviors, data, and starting information for AI companies. The actions of the AI are based on the variables presented in the //AI.xml// file. All data is moved from the xml file to the save game. Any changes made to the //AI.xml// will require a save game. |
- | Finally, one of the variables for an AI company is the Head Quarters ID, or hqID. The hqID value corresponds to the cityID value in the // | + | Finally, one of the variables for an AI company is the Head Quarters ID, or hqID. The hqID value corresponds to the cityID value in the // |
- | There are also some advanced options in the [[modtools: | + | There are also some advanced options in the [[modtools: |
+ | \\ | ||
+ | \\ | ||
===== AI Variables ===== | ===== AI Variables ===== | ||
- | The AI has lots of variables stored in the //AI.xml// files. | + | The AI has lots of variables stored in the //AI.xml// files. |
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|Design Export| This adjust how often an AI company is willing to license out their designs to other companies. Higher values means that they are more likely.| | |Design Export| This adjust how often an AI company is willing to license out their designs to other companies. Higher values means that they are more likely.| | ||
|Design Import| This adjust how often an AI company is willing to purchase other company' | |Design Import| This adjust how often an AI company is willing to purchase other company' | ||
+ | \\ | ||
+ | \\ | ||
===== Examples ===== | ===== Examples ===== | ||
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==== Adding New AI ==== | ==== Adding New AI ==== | ||
- | To add an AI company to the list, simply fill out all the data on the left hand side and hit the "Add AI" button ({{ : | + | To add an AI company to the list, simply fill out all the data on the left hand side and click the "Add AI" button ({{ : |
AI Companies must have unique IDs (which should automatically be taken care of), unique names under 26 characters long, a HQ ID in an existing city within the City.xml files for a map, and a .dds logo file. Any failure to meet those conditions will result in ingame errors and possibly crashing, | AI Companies must have unique IDs (which should automatically be taken care of), unique names under 26 characters long, a HQ ID in an existing city within the City.xml files for a map, and a .dds logo file. Any failure to meet those conditions will result in ingame errors and possibly crashing, | ||
+ | |||
+ | ==== Editing Existing AI ==== | ||
+ | |||
+ | Select the AI from the list you wish to edit. Edit the data on the left. Then click the "Add AI" button ({{ : | ||
+ | |||
+ | If you're adding new logos to an AI company, please be sure you include the dds files in a zip file. See [[modtools: | ||
==== Removing AI ==== | ==== Removing AI ==== | ||
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However, if you're editing an existing map or mod AI.xml file, you must save the new AI file over the old one. | However, if you're editing an existing map or mod AI.xml file, you must save the new AI file over the old one. | ||
- | After you have saved your AI.xml file. Before using using the AI in the game, you will need to compress all of the logos into a single .zip file. There must not be any folders inside of the zip. Just place the files directly into the zip without any sub-folders. | + | After you have saved your AI.xml file. Before using using the AI in the game, you will need to compress all of the logos into a single .zip file. If you're editing an existing map or mod, you must use the zip files already created. See [[modtools: |
+ | |||
+ | There must not be any folders inside of the zip file. Just place the files directly into the zip without any sub-folders. The game will not read anything inside of a folder in a zip file. | ||
+ | |||
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+ | ==== Testing New Logos In Game ==== | ||
+ | |||
+ | The game has a built in logo tester system. Start a new game with the mod, map, and AI.xml file you wish to test. Click safe in the Office to go to the Financial Room. Hold down ctrl and hit the " | ||
+ | |||
+ | If the game crashes, then you are most likely missing a logo or one is miss named. [[modtools: | ||
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+ | |||
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+ | \\ | ||
+ | \\ | ||
+ | ===== Troubleshooting ===== | ||
+ | Common things that can go wrong when editing AI files: | ||
+ | |||
+ | == Game Crashes When Checking Stocks == | ||
+ | Most likely you're missing a logo file in your Logos.zip or you miss named the logo filename in the AI editor. (Thus the filename is wrong in your AI.xml file) [[modtools: | ||
+ | |||
+ | Also be sure to test all the logos in the AI.xml file using " | ||
+ | == None of the Changes I Made are in the Game! == | ||
+ | Any changes to the AI require you to start a new save game before they take effect. Be sure to start a new game. If you are creating or editing a mod. Make sure you've selected the mod from the external Settings Editor. | ||
modtools/aieditor.txt · Last modified: 2022/02/15 18:00 by 127.0.0.1