Scripting bugs
Posted: Wed Nov 06, 2013 4:56 pm
Preliminary note - I don't know how to upload scripts, saved games, or save/edit and upload screen shots to the forum. If someone would direct me to threads explaining how to do this I will appreciate it and include such items in future posts.
1. The 'Macro Economy Realism' definition doesn't seem to work.
If I write 'Macro Economy Realism=High' in the script (as shown in the models), during loading the game always reports:
'Error: the following lines cannot be recognized by the script system.
line 35: Macro Economy Realism=High'
I have placed this line in the [ENVIRONMENT] section of the script, which I believe is its proper place.
After clicking 'OK' on the error message, the game starts, but checking the game settings then shows economic realism set to 'low' and my company starts with no HQ.
2. The definition of game years doesn't seem to work, either. If I write 'Number of Game Years=50' in the script, the game settings (and goal screen from the information center) will default to 30 years (without an error message). I have moved the game years definition from [MAIN GOAL] to [MAIN GOAL VALUES] and back again, but it seems to make no difference.
3. Player product expertise should be more flexible. If I don't define a specific product expertise, my player has none - I was hoping it would be randomly assigned by the game engine like all the AI characters, who do have product expertise except for the first AI (listed immediately below the human player in the 'Persons' screen).
If that isn't possible, would it be possible to script a range of product expertise categories and a range of expertise values (1 to <= 100)? For example, the script could specify alternative choices like 'Apparel' 'Beverage' and 'Food' (or any others) and have the game engine pick one of the alternatives and assign an expertise value at random, possibly by using a random number generator function, and/or having the script assign probabilities to each possible choice.
As it is, the player either picks a product and expertise level (thus knowing in advance where initial product development will go), or has no product expertise at all (thus knowing in advance that there will be no product expertise bonus). This adversely affects game play generally, IMO, and especially for a script designed (as is mine) to provide significantly different development choices for the player each time it is played.
Any and all feedback is welcome. Thanks.
1. The 'Macro Economy Realism' definition doesn't seem to work.
If I write 'Macro Economy Realism=High' in the script (as shown in the models), during loading the game always reports:
'Error: the following lines cannot be recognized by the script system.
line 35: Macro Economy Realism=High'
I have placed this line in the [ENVIRONMENT] section of the script, which I believe is its proper place.
After clicking 'OK' on the error message, the game starts, but checking the game settings then shows economic realism set to 'low' and my company starts with no HQ.
2. The definition of game years doesn't seem to work, either. If I write 'Number of Game Years=50' in the script, the game settings (and goal screen from the information center) will default to 30 years (without an error message). I have moved the game years definition from [MAIN GOAL] to [MAIN GOAL VALUES] and back again, but it seems to make no difference.
3. Player product expertise should be more flexible. If I don't define a specific product expertise, my player has none - I was hoping it would be randomly assigned by the game engine like all the AI characters, who do have product expertise except for the first AI (listed immediately below the human player in the 'Persons' screen).
If that isn't possible, would it be possible to script a range of product expertise categories and a range of expertise values (1 to <= 100)? For example, the script could specify alternative choices like 'Apparel' 'Beverage' and 'Food' (or any others) and have the game engine pick one of the alternatives and assign an expertise value at random, possibly by using a random number generator function, and/or having the script assign probabilities to each possible choice.
As it is, the player either picks a product and expertise level (thus knowing in advance where initial product development will go), or has no product expertise at all (thus knowing in advance that there will be no product expertise bonus). This adversely affects game play generally, IMO, and especially for a script designed (as is mine) to provide significantly different development choices for the player each time it is played.
Any and all feedback is welcome. Thanks.