Like all Egosoft products the interface is a mess (sorry guys, but it's the plain truth ^^), but it's functional enough, and making a small empty map is easy.How hard is the galaxy editor to use? if so, a nice 5-10 'empty' map would be ideal to create and use id think..
What's the salary ?(want to hire: AI scriptor )
Seconded. The most important part in script/code development (at least for big projects) is to determine what must be done first and what can be postponed.For instance, you could simply disallow any and all ammo based lasers. Too complicated. Scratch. See? You already eliminated the whole "AI ships run out of ammo" issue. =)
Gazz wrote:There will be no mouse dragging unless you use an out-of-game mechanic like AutoHotkey.[...]
That's a good exampleGazz wrote:You'll just have to figure out when not to listen. =P
About user suggestions. Can't agree more. Can't count how many people have asked for a sector takeover in PG (whatever the edition) without taking into account the incredible amount of gameplay issues it would raise.
I totally agree about the whole standardization. This is exactly what i did NOT do for PG, and now while writing YA, my main occupation is to copypasta PG files and slightly alter them for YA. This is an error i won't do again.Managing all the rules/flags in a TFile or TFiles is far more flexible (and modable! =) and it's a whole lot easier to keep track of which race got which ships or abilities if these are always found in one rules section instead of spread throughout 10 scripts.
While writing Factions:AI, my main task is to write standard commands, tasks and build scripts that will read data from the faction definition TFile and act accordingly. In an ideal world, your whole faction could be entirely designed through a TFile. That was basically my point when i said that "writing a logic for one single faction is 'easy' but that writing one that works for several is another story".