.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Component modding tool. Get it here. (http://forum.shrapnelgames.com/showthread.php?t=6438)

tesco samoa June 27th, 2002 05:18 PM

Re: Component modding tool. Get it here.
 
Request.

1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas

DavidG June 28th, 2002 03:31 AM

Re: Component modding tool. Get it here.
 
Quote:

Originally posted by tesco samoa:
Request.

1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas

<font size="2" face="Verdana, Helvetica, sans-serif">1. Is actually already there. If you view a component and change it's name it will ask you if you want to edit the old component (ie give it a new name) or save it as a new component

2. Is definatlely in the works.

DavidG June 28th, 2002 04:01 AM

Re: Component modding tool. Get it here.
 
Quote:

Originally posted by tesco samoa:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Cool! Although I've never really figured out how (or why) one would do a tech tree in SE4. It's just that the tree seems so linear if you know what I mean. as in non-tree like. ie Chemestry leads to Armor which leads to Armor 2. No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree.

tesco samoa June 28th, 2002 02:05 PM

Re: Component modding tool. Get it here.
 
I am currently building one. A tech- grid mod.

Lemmy June 28th, 2002 04:44 PM

Re: Component modding tool. Get it here.
 
About the tech tree, if you look only at the tech areas, it is very flat, only about 3 levels deep, however if you look at the techlevels, it's very deep, but very little branching, escpecially at the weapon techs.

Shield Damaging Weapons was the "deepest" tech area, it requires Shields, which requires Physics IIRC.

Phoenix-D June 28th, 2002 08:20 PM

Re: Component modding tool. Get it here.
 
"No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree"

I tried, it ended messily. Any questions? http://forum.shrapnelgames.com/images/icons/icon12.gif
(though I suppose the multi-warhead missiles is what REALLY killed it)

Phoenix-D

Gandalph June 29th, 2002 07:51 PM

Re: Component modding tool. Get it here.
 
Excellent tool DavidG!!

I do have a request, however. I would like to see the ability to delete a component/facility/etc or family of components/facilities/etc.

Also noticed that to get to "next available" weapon family number, I have to reopen the files. (ie - I give a weapon a new family number with the "next available" button, then move on to another weapon and when I push the "next available" button, it comes up with the same number as the Last one I did, unless I reload the mod. Hope this makes sense.)

[ June 29, 2002, 19:33: Message edited by: Gandalph ]

DavidG June 30th, 2002 01:45 AM

Re: Component modding tool. Get it here.
 
Quote:

Originally posted by Gandalph:
Excellent tool DavidG!!

I do have a request, however. I would like to see the ability to delete a component/facility/etc or family of components/facilities/etc.

Also noticed that to get to "next available" weapon family number, I have to reopen the files. (ie - I give a weapon a new family number with the "next available" button, then move on to another weapon and when I push the "next available" button, it comes up with the same number as the Last one I did, unless I reload the mod. Hope this makes sense.)

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. I will add the Delete option to the list of things to add. I know what you mean about the 'next available" button. Will fix that.

DavidG June 30th, 2002 03:19 AM

Re: Component modding tool. Get it here.
 
If anyone is using this mod program I noticed a a bug (one I thought I had fixed. Grrrrr) where it puts and extra blank line in front of a new component.

Gandalph July 2nd, 2002 09:49 PM

Re: Component modding tool. Get it here.
 
Thanks for the heads up. I am currently using your tool to create a new mod and so far have found it to be invaluable. It takes far less time to do what is necessary, create a new tech tree and all corresponding components and facilities all in one program without 27 files open at the same time! Keep up the good work! I know you will get this perfected.


All times are GMT -4. The time now is 11:55 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.