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-   -   SEIV Modding 101: A Tutorial (http://forum.shrapnelgames.com/showthread.php?t=6598)

Fyron August 30th, 2002 09:01 PM

Re: SEIV Modding 101: A Tutorial
 
The pdf loads fine for me. Hmm...

Suicide Junkie August 30th, 2002 09:16 PM

Re: SEIV Modding 101: A Tutorial
 
Spaceports probably dosen't let you do off-site linking.

Fyron August 30th, 2002 10:24 PM

Re: SEIV Modding 101: A Tutorial
 
For images, yes. But, I can link and go to the pdf file with no problem at all.

Suicide Junkie August 30th, 2002 10:55 PM

Re: SEIV Modding 101: A Tutorial
 
Well, it seems to me that the link only fails (404) if you're openeing it in a new window (as Shrapnel links do by default).

If you try to visit it by any other means, it works...

Fyron August 30th, 2002 11:47 PM

Re: SEIV Modding 101: A Tutorial
 
When I click on the link from here, it loads fine. Hmm...

Fyron August 30th, 2002 11:53 PM

Re: SEIV Modding 101: A Tutorial
 
Since spaceports doesn't like off-site linking to pdf files (for some people, anyways http://forum.shrapnelgames.com/images/icons/icon10.gif ), you can click on this link:
http://galileo.spaceports.com/~kazha...torialPDF.html

Hey, I'm a Colonel now. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder August 30th, 2002 11:59 PM

Re: SEIV Modding 101: A Tutorial
 
Yessir Colonel Sir!

BTW the .pdf link worked this time http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron August 31st, 2002 12:05 AM

Re: SEIV Modding 101: A Tutorial
 
Want a friendlier looking link? http://forum.shrapnelgames.com/images/icons/icon12.gif

http://kazharii.cjb.net/ModdingTutorialPDF.html

[ August 30, 2002, 23:06: Message edited by: Imperator Fyron ]

Captain Kwok August 31st, 2002 02:24 AM

Re: SEIV Modding 101: A Tutorial
 
Fyron - You need to make a chapter list for your PDF Version. I think it would help will navigation.

Fyron August 31st, 2002 02:30 AM

Re: SEIV Modding 101: A Tutorial
 
As I said originally, I don't know how to insert page breaks. So, the chapter list was not all that useful, since it linked to the middle of pages and such.

Elowan September 1st, 2002 04:43 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Imperator Fyron:
As I said originally, I don't know how to insert page breaks. So, the chapter list was not all that useful, since it linked to the middle of pages and such.
<font size="2" face="Verdana, Helvetica, sans-serif">I'll give it a shot. I think that I can do that.

Fyron September 1st, 2002 07:50 PM

Re: SEIV Modding 101: A Tutorial
 
If you can, tell me how to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Elowan September 2nd, 2002 08:03 AM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Imperator Fyron:
If you can, tell me how to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Okay - I'll email you.

Fyron October 30th, 2002 11:15 AM

Re: SEIV Modding 101: A Tutorial
 
I should probably get those Last few chapters finished some time...

Fyron October 30th, 2002 08:02 PM

Re: SEIV Modding 101: A Tutorial
 
The link to the PDF works fine for me. Try copying the url, opening a new browser window, and then pasting the url in the address bar.

Gryphin October 31st, 2002 02:32 AM

Re: SEIV Modding 101: A Tutorial
 
Fyron,
I tryed the link to the PDF. It apears to be broken. I'd love to see the file.
Thanks in any case.

Fyron February 9th, 2003 01:16 AM

Re: SEIV Modding 101: A Tutorial
 
I have begun updating the tutorial to include new lines in the newer patches. So far, I have updated the Settings.txt section. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron May 6th, 2003 09:47 PM

Re: SEIV Modding 101: A Tutorial
 
The long-awaited Abilities chapter of the tutorial has been started. And boy, is it a monster! http://forum.shrapnelgames.com/images/icons/shock.gif

I added more info in Chapter 9 (such as the PlanetSize.txt section).

Fyron May 7th, 2003 01:55 AM

Re: SEIV Modding 101: A Tutorial
 
Another new Version, and probably the Last for a bit. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron July 5th, 2003 11:25 PM

Re: SEIV Modding 101: A Tutorial
 
SE4 Modding 101 Tutorial has been updated. It is a small update, only encompassing some changes to the Facilities chapter.

Fyron July 20th, 2003 01:09 AM

Re: SEIV Modding 101: A Tutorial
 
Finally finished Chapter 16: Abilities of SE4 Modding 101 Tutorial.

Stone Mill July 20th, 2003 01:22 AM

Re: SEIV Modding 101: A Tutorial
 
Needless to say, this is fine work. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 7th, 2003 04:29 AM

Re: SEIV Modding 101: A Tutorial
 
Updated chapters 10 (Events) and 11 (Intel Projects). Added some info about each of the event ability types.

[ October 07, 2003, 03:29: Message edited by: Imperator Fyron ]

StarBaseSweeper October 7th, 2003 05:14 AM

Re: SEIV Modding 101: A Tutorial
 
This is a detail, but would it be possible to use relative link for the jump inside the document, so that it does not try to reload the whole page when clicking the menu and when saved to a file for offline browsing, the link would still be working?

Very good job.
I ead below a suggestion to do the same for AI modding http://forum.shrapnelgames.com/images/icons/icon7.gif That would be heaven... (or hell for you...)

2 details:
+ the first line of event chapter is wrong (I think).
+ Which events can be used as intel is not described http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 07, 2003, 04:19: Message edited by: StarBaseSweeper ]

Fyron October 7th, 2003 05:21 AM

Re: SEIV Modding 101: A Tutorial
 
They are relative links. http://forum.shrapnelgames.com/image...s/confused.gif I will look into it. I need to update the PDF Version at some point, but I need to figure out a better way to do it...

I could provide a zipped copy of the tutorial so that the internet will not mess with the event lines. http://forum.shrapnelgames.com/images/icons/icon12.gif It does not load a new page for me when I click on the menu links...

Quote:

Very good job.
<font size="2" face="sans-serif, arial, verdana">Thanks.

Quote:

+ the first line of event chapter is wrong (I think).
<font size="2" face="sans-serif, arial, verdana">What other types of events are there?

Quote:

+ Which event can be used as intel is not described
<font size="2" face="sans-serif, arial, verdana">Well I do not know everything... http://forum.shrapnelgames.com/images/icons/tongue.gif I think they can all be used as intel projects, but I am not certain. Keep in mind that half of the info is based off of logical assumptions and memory, not meticulous testing. http://forum.shrapnelgames.com/images/icons/icon12.gif

EDIT:
Quote:

I ead below a suggestion to do the same for AI modding That would be heaven... (or hell for you...)
<font size="2" face="sans-serif, arial, verdana">Hell, especially as I have never done any AI modding before. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 07, 2003, 04:25: Message edited by: Imperator Fyron ]

Fyron October 7th, 2003 05:31 AM

Re: SEIV Modding 101: A Tutorial
 
Wow... Internet Explorer "Save Page As" is evil... if you right click on the tutorial and select View Source, you can then save the file from there and it will maintain all of the original link formatting. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 7th, 2003 05:51 AM

Re: SEIV Modding 101: A Tutorial
 
In routine server maintenance, I have moved the location of the SE4 Modding 101 Tutorial files. You can now access them at http://galileo.spaceports.com/~kazharii/modding101/.

StarBaseSweeper October 7th, 2003 08:16 AM

Re: SEIV Modding 101: A Tutorial
 
What I meant was that the sentence:
"Events are defined in Events.txt. There isn't much to them. All the possible types of events are:" is following by message format. Maybe moving it below, just before you actually give the list of event would be clearer. This is cosmetic though.

Ran-Taro October 7th, 2003 11:42 AM

Re: SEIV Modding 101: A Tutorial
 
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?

Lighthorse October 11th, 2003 01:51 AM

Re: SEIV Modding 101: A Tutorial
 
My thanks to you, Imperator Fyron for writting this modding 101 instructions. Kuto, to you and other who help in this worthly project.
Next step, I for me, after reading your modding, is trying to design a mod.

Best Regards
Lighthorse
http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie October 11th, 2003 04:54 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Ran-Taro:
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?
<font size="2" face="sans-serif, arial, verdana">To make an EMP file, start a game and then "Save Empire"

That's it.

Ran-Taro October 13th, 2003 09:00 AM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ran-Taro:
Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?

<font size="2" face="sans-serif, arial, verdana">To make an EMP file, start a game and then "Save Empire"

That's it.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">ohhhhhhh.... it seems so obvious now! *thwacks own forehead*

Thank you!

Fyron October 13th, 2003 09:42 PM

Re: SEIV Modding 101: A Tutorial
 
You can save the empire both in the players screen before starting the game, and in the options menu after the game has started.

Fyron October 28th, 2003 12:56 AM

Re: SEIV Modding 101: A Tutorial
 
Minor update on the Supply Amount Used tag.

Additionally, I have updated the PDF Versions. But, they do not really have page breaks in the proper places, as I have no idea how to edit the PDF files, just generate them from the HTML... http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 27, 2003, 23:19: Message edited by: Imperator Fyron ]

SpaceBadger November 12th, 2003 04:13 AM

Re: SEIV Modding 101: A Tutorial
 
Shouldn't this be a "sticky" topic?

I think it should - BUMP!

SpaceBadger

Fyron December 15th, 2003 03:55 AM

Re: SEIV Modding 101: A Tutorial
 
The Tutorial has a new home at http://se4modding.spaceempires.net/ . This link might not yet work properly, but it should be in operation soon. The files are on the server.

Fyron February 24th, 2004 01:45 AM

Re: SEIV Modding 101: A Tutorial
 
I have updated the tutorial. There is now a table in the first chapter that lists the files and states which will cause incompatibility issues with savegames and which will not. You probably need to visit it with this link: http://www.spaceempires.net/se4modding/

Fyron February 24th, 2004 02:50 AM

Re: SEIV Modding 101: A Tutorial
 
Ok I updated it again. Chapter 17 is now entitled Advanced Tips and Tricks rather than Quasi-Newtonian Propulsion. So far, it has sections on QNP and Leaky Armor.

Fyron August 4th, 2004 02:17 AM

Re: SEIV Modding 101: A Tutorial
 
Added updated info on the Happiness abilities in the Abilities chapter.

Captain Kwok August 4th, 2004 06:28 PM

Re: SEIV Modding 101: A Tutorial
 
Did you make the other corrections that I mentioned in the thread at se.net?

spoon August 4th, 2004 07:51 PM

Re: SEIV Modding 101: A Tutorial
 
Is this really true (in Leaky Armor):
Quote:

Let's take a system with two types of leaky armor as an example. Light Armor is 1 kiloton in size and has, say, 20 structure (hit points). Heavy Armor is 10 kilotons in size and has 100 structure.

In this system, the Light Armor has twice as many hit points per kiloton of space taken as the Heavy Armor. This means that it should create ships much stronger than Heavy Armor can, right? Well, not quite. Even though the Light Armored ships can take a lot more damage, you will find that the heavy armored ships tend to win more often. This is because weapon hits are more likely to strike a component of Heavy Armor than other internal components with the HA ship than they are to strike a component of Light Armor than an internal on a LA ship. The large amount of hit points that the Heavy Armor has individually gives it a greater chance to be struck. So while the LA ships can take more damage overall, they tend to be more leaky, so vital internals (engines, weapons) tend to be struck more quickly than they do on the HA ships. The Heavy Armor has more hit points than any (unmounted) weapon, after all. Of course, it turns out that the best design is a combination of LA and HA.
<font size="2" face="sans-serif, arial, verdana">Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure?

[ August 04, 2004, 18:52: Message edited by: spoon ]

Atrocities August 4th, 2004 10:37 PM

Re: SEIV Modding 101: A Tutorial
 
I am not sure, but have you added a section, or just a note, about how the AI uses the racial points in the General file. When it runs out as it goes down the list (Characteristics / Advanced Characteristics, it will stop when it reaches 0 points even if the Last item is free?

Fyron August 4th, 2004 10:47 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by spoon:
Is this really true (in Leaky Armor):

Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure?

<font size="2" face="sans-serif, arial, verdana">The formula that determines which component is hit from a particular shot is biased towards higher hit point components. The more hit points a specific component has compared to other components on the ship, the greater the bias becomes. This is based upon empirical evidence, mostly from testing by Suicide Junkie. Make some sample components and test them out in the simulator. The ship with heavy armor tends to win much more often than the ship with light armor.

Raging Deadstar August 4th, 2004 11:15 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by spoon:
Is this really true (in Leaky Armor):

Say you had two 200kt ships. One had 100kt of LA, the other had 100kt of HA. Wouldn't the leaky armor on the LA ship be twice as likely to be hit than the armor on the HA ship, since the LA ship has twice the amount of Structure?

<font size="2" face="sans-serif, arial, verdana">The formula that determines which component is hit from a particular shot is biased towards higher hit point components. The more hit points a specific component has compared to other components on the ship, the greater the bias becomes. This is based upon empirical evidence, mostly from testing by Suicide Junkie. Make some sample components and test them out in the simulator. The ship with heavy armor tends to win much more often than the ship with light armor. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So would i be right in assuming that the ship with Light Armour would although have more hitpoints in general would be more prone to components inside being destroyed while Heavy Armour while not affording as much protection hit point wise would stop internals being destroyed as much...all in theory of course http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Just curious as i never understood the leaky armour thing http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 04, 2004, 22:18: Message edited by: Raging Deadstar ]

Fyron August 4th, 2004 11:23 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Originally posted by Raging Deadstar:
So would i be right in assuming that the ship with Light Armour would although have more hitpoints in general would be more prone to components inside being destroyed while Heavy Armour while not affording as much protection hit point wise would stop internals being destroyed as much...all in theory of course http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="sans-serif, arial, verdana">Correct.

Fyron August 14th, 2004 07:35 PM

Re: SEIV Modding 101: A Tutorial
 
Tutorial is finally up to date. A few errors corrected here and there, new abilities and such from 1.91 added, etc.

Captain Kwok August 14th, 2004 07:58 PM

Re: SEIV Modding 101: A Tutorial
 
[quote:Imperator Fyron]
Tutorial is finally up to date. A few errors corrected here and there, new abilities and such from 1.91 added, etc.

[/quote]

It's about time. :P

I have a copy of it at work that I use during work on my SFEmod and I kept noticing little things that I'd post in your SE.net forums. I find the abilities chapter most useful.

Captain Kwok August 14th, 2004 08:37 PM

Re: SEIV Modding 101: A Tutorial
 
Error!

I can't find descriptions for the new abilities added in 1.91 in chapter 16 where they should be!

Fyron August 14th, 2004 09:17 PM

Re: SEIV Modding 101: A Tutorial
 
Quote:

Captain Kwok said:
Error!

I can't find descriptions for the new abilities added in 1.91 in chapter 16 where they should be!

Well look harder!

Fyron February 28th, 2005 04:45 PM

Re: SEIV Modding 101: A Tutorial
 
Tutorial has been updated!

http://se4modding.spaceempires.net/


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