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-   -   Component modding tool. Get it here. (http://forum.shrapnelgames.com/showthread.php?t=6438)

DavidG January 26th, 2003 04:10 PM

Re: Component modding tool. Get it here.
 
To Timstone: I think the anwere to your question about SE4Modder in the other thread is here:

Quote:

Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
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

<font size="2" face="Verdana, Helvetica, sans-serif">The 'need' is just what you described: To allow weapon types and component families to be independent of each other. It's not used much right now but it's an important extension of the AI design specifications. There are only five picks possible for primary and secondary weapon. Granted, few people use them all right now but if component family was identical to weapon family the flexibility of the AI would be even less than it is. Or the AI files would be even bulkier. Imagine 10 lines for each weapon in a design definition. http://forum.shrapnelgames.com/images/icons/icon7.gif

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.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">

orev_saara January 26th, 2003 09:17 PM

Re: Component modding tool. Get it here.
 
This program is great! I had started my mod before I got it, but now the difference... it's like trying to dig a hole in the ground... and then somebody hands you a shovel. Thanks for the shovel, Dave! http://forum.shrapnelgames.com/images/icons/icon10.gif

Unfortunately, I turned up a bug. The weapon sounds are kind of unstable, after you've opened several weapons, it starts to play the same sound for each one. I can work around that easily enough, but after opening a few more weapons there's a divide overflow. Not sure how that's possible, actually, but there you have it. If you could include a toggle for the sounds that's help a lot.

Oh, yeah, and if you ever get around to including AI support I'll send your name to the pope for sainthood. Thanks again.

Timstone January 27th, 2003 10:53 PM

Re: Component modding tool. Get it here.
 
Sainthood, heh? Wel, that's quite an accomplishment. Not that's very helpfull in real live. Ah hack, things will turn out for the best when you're a saint, maybe it's not thta bad being a saint... all those groupies. Trying to get it from you... hehe...

DavidG: Great! Thanks for the answers. I'll let you know what I hit a wall again.

DavidG January 28th, 2003 01:51 AM

Re: Component modding tool. Get it here.
 
Hehe You think the Pope plays SE4?

BTW this is an old thread I bumbed because it had the answer to Timstones question. Here is the latest SE4 Modder thread: SE4 Modder ver 1.61

mlmbd January 28th, 2003 06:23 PM

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

Hehe You think the Pope plays SE4?
<font size="2" face="Verdana, Helvetica, sans-serif">Oh yeah! He is one 'hell' of a player, too! http://forum.shrapnelgames.com/images/icons/icon10.gif

Thanks for the "SE4 Modder ver 1.61"!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Katchoo January 31st, 2003 09:05 AM

Re: Component modding tool. Get it here.
 
Very nice program DavidG!

I may delve into the Modding world after all http://forum.shrapnelgames.com/images/icons/tongue.gif

DavidG February 1st, 2003 02:32 AM

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

Originally posted by Katchoo:
Very nice program DavidG!

I may delve into the Modding world after all http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Cool. That's the effect (or is that affect http://forum.shrapnelgames.com/image...s/confused.gif ) I'd hoped to would have. Now make me a cool mod dammit! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron February 1st, 2003 03:07 AM

Re: Component modding tool. Get it here.
 
Katchoo, the Modding 101 Tutorial will help you too if you decide to delve into the wonderful world of modding se4. http://forum.shrapnelgames.com/images/icons/icon7.gif


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