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-   -   SE4 Modder Ver 1.76 (updated for ver 1.91) (http://forum.shrapnelgames.com/showthread.php?t=6740)

Admiral Wunderbar November 16th, 2003 02:54 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well.

DavidG November 16th, 2003 04:38 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by Admiral Wunderbar:
Did anyone get a bug while saving settings? Seems some "true" statements are saved as "0" like in 'Remote Mining Decreases Asteroid Value', and maybe (not sure) some values are altered as well.
<font size="2" face="sans-serif, arial, verdana">Yup thats a bug allright. http://forum.shrapnelgames.com/images/icons/icon9.gif Guess I'll have to go through the rest of the settings and make sure they are ok

Tesco. Haven't manage to recreate the Planet size thing. It seemed to work Ok for me but I'll look at it a bit more.

Gryphin November 16th, 2003 01:55 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David is making a mod? Sheesh I go away for a little while and the whole universe is turned up side down. http://forum.shrapnelgames.com/images/icons/icon12.gif

Dave, those sounds in the weapons section are really realy annoying.

I always loved your program. Thanks
The Grateful Gryphin

tesco samoa November 16th, 2003 11:02 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
2 more david.

1. The Components section . Weapons. Can Target does not reconize Fighters. If you set a component to target fighters only the can target will default that component to the Last can target you were looking at. So when you save it it updates that componet from fighters to what ever it thinks the current can target is.

2. In the Mounts section. The Shield Percent is not there so if you have any shield mounts that increase the % of shield strenght it will delete this line.

tesco samoa December 21st, 2003 11:33 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
another one.

some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...

I think I am going back to 1.73 as 1.74 is way to buggy...

DavidG December 22nd, 2003 01:22 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by tesco samoa:
another one.

some strange reason the modder over wrote the intelligence file where it was type= Intelligence Defense it wrote type = Politics Prevent Messages and I cannot even select Intelligence defece from the drop down...

I think I am going back to 1.73 as 1.74 is way to buggy...

<font size="2" face="sans-serif, arial, verdana">OK try ver 1.75. http://forum.shrapnelgames.com/images/icons/icon7.gif (note that type= Intelligence Defense waws missing from the txt header file too which is why I missed it. Plus so far as I know your the first one to use it.)

all Versions since 1.70 have been relativly minor upgrades that fixed reported bugs only so going back to 1.73 won't help much.

"Too buggy" Aw come on. http://forum.shrapnelgames.com/images/icons/icon9.gif I count a grand total of 5 bugs that have been told to me since ver 1.74 came out. (4 of which are now fixed, One I couldn't recreate. http://forum.shrapnelgames.com/images/icons/icon9.gif )

DavidG March 27th, 2004 09:52 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Version 1.76 (se4 1.91 compatible)

- Added Vehicle Type and Weapon list overrides
- Added ver 1.91 abilities
- can turn off annoying weapons sounds
- added 'intelligence defense' type to intel types
- componet pics better now show when image is not found

Links in my sig. Source code here (VB6)-Source code

[ March 27, 2004, 19:54: Message edited by: DavidG ]

Ed Kolis March 27th, 2004 10:36 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Wow... http://forum.shrapnelgames.com/images/icons/icon10.gif

Now you know what would make this the ULTIMATE modding utility???

The ability to make entire sequential families of techs like Krsqk's K-Modder! But not only components - facilities and anything else you might want too! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

You say you wrote this in VB6? I'd like to help make this dream a reality, but I don't have VB6 http://forum.shrapnelgames.com/images/icons/icon9.gif ... VB.NET can read VB6 code, but I don't suppose you have .NET, do you? There's a free .NET IDE called SharpDevelop, but it's rather buggy at the moment (at least from what I've seen), and I wouldn't want to force you to switch to .NET... http://forum.shrapnelgames.com/images/icons/tongue.gif

But maybe I could develop a COM component or something you could use... I wonder if I can make COM components in .NET... I like .NET too much http://forum.shrapnelgames.com/image...s/rolleyes.gif What kinds of custom controls and classes can you import into VB6 from other Languages? I'm not going to even touch writing Windows controls in C++ (typedef void **HWNDPROCINSTANCE anyone? http://forum.shrapnelgames.com/image...s/rolleyes.gif )

OR... I could just get a bunch of would be modders to gather together and keep bugging you until you put that feature in on your own! http://forum.shrapnelgames.com/images/icons/icon10.gif


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