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Re: Space Empires V Editor 1.1 Released
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I think you can easily max this value to 65536 so to have no more problems. Quote:
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Re: Space Empires V Editor 1.1 Released
1. Interesting! and annoying. ok, I'll figure out a different way to do that field as a formula
2. Weapon Delivery Type seemed to only have a few hardcoded values, so I was assuming that they were hard-coded as part of the game. How annoying, as I actually use that field in figuring out how to validate some of the other data. Not sure what you mean by Explosion as relates to Weapon Delivery Type? 3. Unit Type? You mean like a vehicle type? I know that some Vehicle Types are in VehicleUnitTypes.txt, but unfortunately only some of them are. non-unit vehicle types (like Base and Ship) seem to be arbitrary and hard-coded. So I decided to just use a hard-coded list and ignore VehicleUnitTypes.txt. Let me re-think that decision a bit and see if I can come up with a better solution. 4. Component Type List and General Group again seemed to be arbitrary hard-coded values. I didn't know if the game would accept values that didn't exist in the current data files, so I decided to play it safe and only allow existing values. If you can confirm that the game will handle other values, I'll make the combo boxes for those editable so that they can accept arbitrary values. |
Re: Space Empires V Editor 1.1 Released
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Re: Space Empires V Editor 1.1 Released
OK, there's enough bugfixes and changes needed that I'm going to fix these and put out a patch release later today. 1.1.1 due soon! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Space Empires V Editor 1.1 Released
1. Thanks.
2. That field doesn't do anything. The only time its called at all is when the target ship has the ability that reduces weapon damage by a %. About the explosions: see this line in history.txt. "Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name"." Right now the editor doesn't handle that part very well. 3. Yeah, vehicle type. Simplest method would be to leave it as-is, but remove the error message. The editor loads non-standard vehicle types already (they show up in the lists and in the boxes), it just won't let you USE them. The same problem applies to Target Type, by the way. 4. |
Re: Space Empires V Editor 1.1 Released
The other three effect name fields have files that I can read from to get the data. There is no file to get values from for explosions. What should I use to populate the list?
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Re: Space Empires V Editor 1.1 Released
Actually there is a file:
BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt look for the comment Explosions - Weapon they begin after that. |
Re: Space Empires V Editor 1.1 Released
Ug. How the hell does the game interpret this field? sheesh.
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Re: Space Empires V Editor 1.1 Released
As far as I can tell, there are two ways:
If [Random Specific Type] is present, it reads the next bit of text and picks a random explosion from that type. In stock, there's only one type- Weapon Explosion. So all the weapons pick randomly from the same group of explosions. If [Random Specific Type] is NOT present, the line is read as the name of an explosion. In stock, that would be Weapon Explosion 1 to Weapon Explosion 4. |
Re: Space Empires V Editor 1.1 Released
Yup. So, here's the fixed list so far for 1.1.1:
General Bugfixes:
Component Editor Bugfixes:
Still left to fix:
The last two are somewhat more difficult fixes, though, so unknown how long it will take yet. Hopefully, I'll have a release ready tonight sometime. |
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