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Re: Component modding tool. Get it here.
Ok, another little issue. When creating a mod there doesn't seem to be any way to tell it where to make the mod. It creates the mod in my C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV Gold directory and copies the stock data files from there for the mod.
On my computer that is the location of my Version 1.60 install of SE4. I have another 5 or 6 installs on my computer so I can play and test games in different Versions. I may be a little odd in the number of installs, but I am sure I am not the only one with more than 1. Also some people may have only one install but not have it in the default directory. Also as far as viewing/modifying AI, it would be extremely cool if you would add these features in. What I see is following your tree format here have a tree for all the AI in the current mod and a branch of each AI that has a page that you can view the shipset. Then have the ability to change any of these pics. My suggestion is to have a source folder for pics somewhere and you could dump your images there, then by selecting an image from that folder and saving it the modder would copy that image to the appropriate AI folder and rename it with the appropriate filename. You wouldn't have the giant bitmap with all the ships the way you do with the components, but you could have a scroll bar and click through the options couldn't you? Geoschmo |
Re: Component modding tool. Get it here.
Hmm the program will find the files if you have SE4 in a non default directory but I never thought of anyone having multiple installs. hehe I'll see what I can do about that. Once I get the other data files editable I may start to get it working for the AI. But one thing at time :-)
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Re: Component modding tool. Get it here.
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Geoschmo |
Re: Component modding tool. Get it here.
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Re: Component modding tool. Get it here.
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[ June 23, 2002, 17:20: Message edited by: DavidG ] |
Re: Component modding tool. Get it here.
An ability to reorder components without making any other changes would be usefull. Gimboids modder has that. Although I am not sure how you would do that with your modder being a tree display.
Component family is used when displaying components during the game in the ship design window. When you check the "display only latest" the game will only show the most advanced component in any component family. It also uses this when you hit the upgrade design button. I don't think the AI uses the component family directly, although I may be wrong about that. Weapon family is used by the AI when deciding which weapons to use on ships designs. Not sure why the need for two families. There probably is a logical explanation, I just can't think what it might be offhand. Geoschmo |
Re: Component modding tool. Get it here.
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I think the AM/Quantum Torpedo and the Acid Globule and Electric Discharge/Lightning Ray are the only weapon families that cross component family boundaries right now. Oops, checking up it's only the organic weapons that have different families. The torpedos are one component family. Anyway, using a seperate weapon family gives a second 'dimension' to work with. You could setup completely seperate research areas yielding very different weapons with the same family and the AI would then 'evolve' through one use of that family, perhaps researching the first Version early in the game and then the 'next generation' at a later stage of the game. Yet, the first might still be useful. You might want the first family to be displayed seperately so you can choose to use it yourself instead of the 'later' generation of the same weapon family. [ June 23, 2002, 19:14: Message edited by: Baron Munchausen ] |
Re: Component modding tool. Get it here.
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Re: Component modding tool. Get it here.
Damm DavidG. Nice.
Just what I wanted to do. I am going to play with it a bit and add a tech tree viewer for it. I will not release it or anything. I will just send the source to you and if you want you can add it to your source. I just like to print maps of the tech tree. |
Re: Component modding tool. Get it here.
Damm I though the source code was here. as well.
David G. Could you private message me about your source code. I am just wondering if it is available. Thanks.... |
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