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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG
Thanks for a great program! Could you or someone please tell me what the "Comp Family Req" is or does? |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Comp Family Req = Component Family Requirement: A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount. This way you can make a mount available for only a specific set of components. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Perhaps something using ln for every 10M? |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Great program. It's been really useful so far and I've only used it to pick component features and calculate tech costs.
I did find a weird bug though. Military Science isn't being counted in the tech costs. Combat Sensors costs 425000 research to max; ECM is only listed as needing 375000. Torpedos and point-defense weapons are similarly affected, as are the Ship Training and Fleet Training facilities; anything that has military science as a pre-requisite. As far as I can tell, it is limited to only the mil sci tech area not being counted toward research costs. Phoenix-D |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Huh?? ditto on the wierd. Right you are though PD should cost 55000 to get to level 1 not 5000. Have to look into it http://forum.shrapnelgames.com/image...s/confused.gif
Edit: Aww crap this problem goes much deeper than just Military Science... Doh! Edit2: Ok got it fixed now. Although I'm really not sure why the error I found didn't bugger up other things. I really should document my code better. http://forum.shrapnelgames.com/image...s/rolleyes.gif Now all I gotta do is finish the other stuff I was working on and post a new Version. http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 13, 2003, 02:55: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Bump
I've been working of a fairly big update so just wanted to let everyone know work is on going. So if you've got any complaints, bugs or other suggestions let me know? PS hey Phoneix-D Are you still getting that 'cannot create directory' error" |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Not that I've been using it as much, but yes.
Phoenix-D |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I got the, 'cannot create directory' trying to use it a across our peer to peer network at home.
I love the Modder. I really apriciate all of the hard work. I could never do the things I am doing without it. Request? Just the one about I always have about colors and SE. It would be greate if the Mineral and Organics colors could be brighter or larger. I can only read them if I highlight them. Thanks again. It is a superb tool. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I always get the 'unable to create directory error' on startup.
I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting. The program eats a lot of memory. Can you work on that? Perhaps only load individual files instead of the whole mod at once? I think a few improvements to the interface would be nice, but not totally necessary. I just don't like those grey controls in the middle of the black blackground, it just looks wierd http://forum.shrapnelgames.com/images/icons/icon7.gif . Lastly, I must commend you on this fine program and I look forward to the next Version! |
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