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

DavidG January 28th, 2003 01:15 PM

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

Originally posted by orev_saara:
Hmm. I got that damn sound thingy again. It was run-time error 11 "division by zero". I still can't imagine how that happens. I mean, I know how it happens, but... never mind. Is there some way to turn sounds off completely?

If it helps, I hit the error on the small anti-proton beam I.

<font size="2" face="Verdana, Helvetica, sans-serif">Hmm after much clicking I was able to recreate this error which means hopefully I can get it fixed soon. Does it happen all the time on the small anti-proton beam? For me it seemed pretty random

Edit: OK Figured it out. Ther error happens when you view a weapon with a fire rate of 0. like warheads. Hopefully will get a fix out soon.

[ January 28, 2003, 11:53: Message edited by: DavidG ]

mlmbd January 28th, 2003 07:14 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Yhea, David G! Howha!

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

Phoenix-D January 28th, 2003 11:38 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Other problems I've noted:

Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.

After I put in a seperate SE4 install, it "lost" the first one and had to be manully re-selected. This stopped the cannot create directory error. For a while. Then I tried to switch to a mod folder; when I did this the editor didn't display anything any more. The left side list was a blank white box, the right side area was blank black. Exiting and re-entering fixed that, but brought back the cannot create directory error. When I tried to change mods again, the program simply stopped responding. It's done that every time since. This is by using the "open" button.Switching via the recently used file list works fine.

If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.

The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:

Was:
3001
----Small Laser
3002
3003

Now:
3001 (empty)
3002
3003
Small Laser
---Small Laser II
---Small Laser III
---etc

The "Small Laser" entry becomes a heading -and- an actual entry.

Guess the modder doesn't like me, or I'm good at breaking it. http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D

DavidG January 29th, 2003 03:59 AM

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

Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.
<font size="2" face="Verdana, Helvetica, sans-serif">Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)

Re the Open button. This is a big OOPS as I managed to break this with Version 1.6+ http://forum.shrapnelgames.com/images/icons/icon9.gif At least closing and reopening the program fixes it so you can select the mod from the list.

Quote:

If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.
<font size="2" face="Verdana, Helvetica, sans-serif">This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items

Quote:

The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:
<font size="2" face="Verdana, Helvetica, sans-serif">Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together.

Keep on tryng to break it. Give me something to do. http://forum.shrapnelgames.com/images/icons/icon10.gif

DavidG January 29th, 2003 05:25 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
I suspect the errors Phoenix-D was getting and some others have had may be cause by invalid directories in that SE4Modder creates so I thought I'd provide some details on the what SE4Modder adds to the registry. (currently invalid entries are supposed to be ignored but will not be deleted)

Under the Key Name "HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer"
there will be two sub keys "Settings" and "mods"

The 'Mods' key contains a entry with a value name of "NumMods" which is the number of mods you have opened and entries with the directory of each mod named "Mod 0", "Mod 1" etc

The settings directory will contain a vaule "RootDir" which should be the driectory of the Last mod you viewed.

I'm pretty sure I've tested the program to ignore invalid registy entries but if you find directories that don't exist here it may be the problem (and if so please let me know http://forum.shrapnelgames.com/images/icons/icon7.gif )

orev_saara January 30th, 2003 07:03 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
So that's why divide by zero. So it's not actually related to sound? That's a relief. I have little interest in warheads actually, so I should be able to work around this. To answer your question, though it looks like you worked it out, it wasn't just the small anti-proton beam.

EDIT: Ah, yes, I get it now. This shouldn't affect me at all, but of course, it does give you more work. Sorry.

[ January 30, 2003, 05:08: Message edited by: orev_saara ]

Phoenix-D January 30th, 2003 07:24 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

"This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items"

Figured so. I was only creating 5 items though.

"Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together."

Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.

Phoenix-D

DavidG January 30th, 2003 01:35 PM

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

Originally posted by Phoenix-D:
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?

Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data.

Quote:

Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.
<font size="2" face="Verdana, Helvetica, sans-serif">Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file.

[ January 30, 2003, 11:39: Message edited by: DavidG ]

Phoenix-D January 30th, 2003 09:29 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?"

Not that I know of.

"Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data."

Not this either.

"Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file."

The end of the file wasn't the right spot in this case. http://forum.shrapnelgames.com/images/icons/icon7.gif It was way down from where the first component was.]

Phoenix-D

DavidG February 5th, 2003 01:56 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Just posted a new Version.

This is a very minor update that I mostly posted because of a bug that would crash the program when looking at a warhead.

Re: Phoenix-D's problem with the "Cannot create directory" I still can't figure out this one. the only think I can suggest would be to create a directory called "Data_Backup" in the mod the program is defualting to.

Updates.
- fixed bug that would cause crash when looking at warhead
- Open comand should work now
- Can add 100 ships to a formation
- Create Family function should put things in correct order in txt file.
- Treeview no longer autocloses as this was causeing clicking on the treeview to jump to somthing other than what you clicked on.

[ February 05, 2003, 12:05: Message edited by: DavidG ]

F Te antKe February 6th, 2003 03:50 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?

DavidG February 6th, 2003 04:41 AM

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

Originally posted by F Te antKe:
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Comp Family Req = Component Family Requirement: A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount.

This way you can make a mount available for only a specific set of components.

DavidG February 7th, 2003 02:45 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?

Captain Kwok February 7th, 2003 07:16 AM

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

Originally posted by DavidG:
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
<font size="2" face="Verdana, Helvetica, sans-serif">Whatever you do, do not use SuicideJunkie's P&N pop modifiers! I hate them!!!

Perhaps something using ln for every 10M?

Phoenix-D February 13th, 2003 01:48 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Great program. It's been really useful so far and I've only used it to pick component features and calculate tech costs.

I did find a weird bug though. Military Science isn't being counted in the tech costs. Combat Sensors costs 425000 research to max; ECM is only listed as needing 375000. Torpedos and point-defense weapons are similarly affected, as are the Ship Training and Fleet Training facilities; anything that has military science as a pre-requisite.

As far as I can tell, it is limited to only the mil sci tech area not being counted toward research costs.

Phoenix-D

DavidG February 13th, 2003 02:46 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Huh?? ditto on the wierd. Right you are though PD should cost 55000 to get to level 1 not 5000. Have to look into it http://forum.shrapnelgames.com/image...s/confused.gif

Edit: Aww crap this problem goes much deeper than just Military Science... Doh!

Edit2: Ok got it fixed now. Although I'm really not sure why the error I found didn't bugger up other things. I really should document my code better. http://forum.shrapnelgames.com/image...s/rolleyes.gif Now all I gotta do is finish the other stuff I was working on and post a new Version. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 13, 2003, 02:55: Message edited by: DavidG ]

DavidG February 27th, 2003 06:06 AM

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

I've been working of a fairly big update so just wanted to let everyone know work is on going. So if you've got any complaints, bugs or other suggestions let me know?

PS hey Phoneix-D Are you still getting that 'cannot create directory' error"

Phoenix-D February 27th, 2003 06:20 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Not that I've been using it as much, but yes.

Phoenix-D

Gryphin February 27th, 2003 01:28 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
I got the, 'cannot create directory' trying to use it a across our peer to peer network at home.

I love the Modder. I really apriciate all of the hard work. I could never do the things I am doing without it.

Request? Just the one about I always have about colors and SE. It would be greate if the Mineral and Organics colors could be brighter or larger. I can only read them if I highlight them.

Thanks again. It is a superb tool.

Captain Kwok February 27th, 2003 04:14 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
I always get the 'unable to create directory error' on startup.

I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.

The program eats a lot of memory. Can you work on that? Perhaps only load individual files instead of the whole mod at once?

I think a few improvements to the interface would be nice, but not totally necessary. I just don't like those grey controls in the middle of the black blackground, it just looks wierd http://forum.shrapnelgames.com/images/icons/icon7.gif .

Lastly, I must commend you on this fine program and I look forward to the next Version!

DavidG February 28th, 2003 04:49 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hmm that "unable to create directory" is a tough one since the code that causes it is quite simple. It's basically one line that calls a windows routine. The only thing I can suggest if anyone finds this annoying is to create a directory in the mod directory that you have the program defaulting to called "Data_backup".

Yea grey buttons on a black background suck. But not so easy to fix as VB won't allow you to set a color to buttons.

I suspect the memory pigishness of the program is more a funtion of Visual Basic. I actaully did try to reduce it with Version 6. You may have notice with this Version tha when viewing say a component and thn swithing to another type like facility it takes a bit longer to load. This is because it unloads the Components window and then loads the Facility one. So the program is not really 'loading' the entire mod other than to fill up the treeview.

Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?

DavidG March 2nd, 2003 05:11 PM

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

Originally posted by Captain Kwok:
I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.

<font size="2" face="Verdana, Helvetica, sans-serif">Hmm just got this myself. Is definately a memory thing which means it's gonna be a pain to fix. http://forum.shrapnelgames.com/images/icons/icon9.gif

Edit: Just did a litle more testing and it would seen the memory pigishness of the program is just in the System Types screen. In the test I ran running the prorgram dropped my free resources from 57% - 46%. Viewing most things changed this slightly but viewing System Types droped it to 6% then 2% http://forum.shrapnelgames.com/images/icons/shock.gif

[ March 02, 2003, 15:21: Message edited by: DavidG ]

Gryphin March 3rd, 2003 06:21 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Gryphin: You mean the Mineral and Organics costs for things that are Blue and Green?"
Yes those. I have the same problem in the game itself. I don't expect a change. I love the programe.

You proably know about this issue:
When Loading Quadrants I get.
Run-time Error '340'
Control Array Ellement '62' doesn't exist.
At the top to the right of "System type" there is Num=62
When you click "Ok" it closes the program. If you load the program again and try to load another quadrant it gets up to Num=65.

Not a big deal to me since I know how to create the type of Quads I like by editting the text files.
Thanks again for the program

DavidG March 11th, 2003 03:48 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Version 1.70 now posted.

Changes/additions include

- Ability to view and edit all files in the data directory (yup all of them http://forum.shrapnelgames.com/images/icons/icon10.gif )
- Memory pigishness in System Types and Quadrant types largely reduced.
- bug in tech cost fixed

Hmm now what am I going to do. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 11, 2003, 02:13: Message edited by: DavidG ]

Ed Kolis March 11th, 2003 05:15 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Add the ability to set the shield percent for mounts! You forgot that! http://forum.shrapnelgames.com/images/icons/icon12.gif (And possibly a few other new entries... I'm sure there were more than two or three!)

Captain Kwok March 11th, 2003 07:14 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
It looks like you've done an excellent job with the new additions and even got rid of that system types null entry problem that drove me crazy!

I did get an 'unable to create backup file directory during create backup file directory routine' on start up or something like that.

Phoenix-D March 11th, 2003 08:17 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Hmm now what am I going to do."

Well, we still need a program that can create tech-grid components.. http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsk's program did that, but there's a fatal bug in the Last Version that he can't fix.

Phoenix-D

raynor March 11th, 2003 10:08 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Awesome program!

geoschmo March 12th, 2003 03:24 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.

Geoschmo

DavidG March 12th, 2003 05:03 AM

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

Originally posted by geoschmo:
David, I must be missing something. Am I not suposed to be able to edit the quadrant types file any longer from within the modder? I keep getting a "Field is read only" or some such error.

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif Seems to work OK here. When does that error pop up?

Ahh I think I just figured this out. I think you must have a System Type in the Quadrant Types file that is not listed in the SystemTypes files. Seems the program craps out when you do this. Oops

[ March 12, 2003, 03:11: Message edited by: DavidG ]

DavidG March 12th, 2003 05:05 AM

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

Originally posted by Captain Kwok:

I did get an 'unable to create backup file directory during create backup file directory routine' on start up or something like that.

<font size="2" face="Verdana, Helvetica, sans-serif">Have you or anyone else who gets this error tried to create a directory called "Data_Backup" in the default mod directory as I described a few Posts down? This bug has me a bit stumped. All the program is trying to do is to create the Data_backup directory so it can copy the data files there for a backup.

Phoenix-D March 12th, 2003 06:07 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"Have you or anyone else who gets this error tried to create a directory called "Data_Backup" in the default mod directory as I described a few Posts down?"

As I mentioned lower down, yes. Did nothing.

Phoenix-D

tesco samoa April 13th, 2003 04:14 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hi Dave when I edit facilities I am getting a subscript out of range error in save file. facility not saved.and then the total cost in research points do not change when i switch to different facilities. I will email you the data files. This did not happen in the previous Version

Ruatha April 13th, 2003 12:56 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
From a non modding perspective this program is great.
I plan my future tech research in the games based upon info from the modder proggie.

DavidG April 13th, 2003 07:16 PM

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

Originally posted by tesco samoa:
Hi Dave when I edit facilities I am getting a subscript out of range error in save file. facility not saved.and then the total cost in research points do not change when i switch to different facilities. I will email you the data files. This did not happen in the previous Version
<font size="2" face="Verdana, Helvetica, sans-serif">Shoot all kinds of things you can't save. http://forum.shrapnelgames.com/images/icons/icon9.gif Looks like I broke some things when I rewrote the Calc Tech cost thing. Anyway I think I got it working. Just uploaded a new Version.

- Note this Version has some AI modding ability (anger, research and facilities) which I was working on however it hasn't really been tested that well so far.

tesco samoa April 13th, 2003 07:32 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Thanks Dave... That worked great...

Love how the family works with the Facilities.

Makes it nice and easy...

Thanks again.

Fyron May 1st, 2003 08:05 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
DavidG, please do not make future zip files have read-only attributes. I have to go through extra work to overwrite the older Version...

DavidG May 13th, 2003 04:51 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
bump for Longstreet http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa May 27th, 2003 05:32 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Another bug. When building Familys of greater than 7 the program cannot handle it. Try creating a family of 10 and see its output.

Gryphin May 27th, 2003 07:49 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
About unable to create backup directories.
Just a random thought. What happens when you share out the entire folder from the Empire Root with Read / Write permisions?

tesco samoa May 29th, 2003 10:04 PM

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

DavidG May 30th, 2003 03:28 AM

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

Originally posted by tesco samoa:
bump for davidg
<font size="2" face="Verdana, Helvetica, sans-serif">Oops sorry. http://forum.shrapnelgames.com/images/icons/blush.gif I did see your post just haven't got off my but to look into it yet but I will. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D May 31st, 2003 01:48 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Hmm. I've tested it and I KNOW the defaults for strategies use type priorities- the check box is backwards.

But in SE Modder and the text files is insists it works the other way.

DavidG May 31st, 2003 04:20 AM

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

Originally posted by Phoenix-D:
Hmm. I've tested it and I KNOW the defaults for strategies use type priorities- the check box is backwards.

But in SE Modder and the text files is insists it works the other way.

<font size="2" face="Verdana, Helvetica, sans-serif">I just tested it too and got the opposite result I think. Do you mean that when you go to the strategies menu you see "Do not Use Type Priorities" and that it is unchecked implying that type priorites are used?
Since the caption changes when you click it to "Use Type Before Targeting Priorities" my impression is that the current setting is whatever the caption says even though there is no green dot when it says "Do not use type priorites"

DavidG May 31st, 2003 04:21 AM

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

Originally posted by Gryphin:
About unable to create backup directories.
Just a random thought. What happens when you share out the entire folder from the Empire Root with Read / Write permisions?

<font size="2" face="Verdana, Helvetica, sans-serif">I'd answer that if I could but I've never been able to recreate this bug. :-(

Phoenix-D May 31st, 2003 07:09 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"I just tested it too and got the opposite result I think. Do you mean that when you go to the strategies menu you see "Do not Use Type Priorities" and that it is unchecked implying that type priorites are used?
Since the caption changes when you click it to "Use Type Before Targeting Priorities" my impression is that the current setting is whatever the caption says even though there is no green dot when it says "Do not use type priorites""

I mean that when it WAS checked, the fighters are tested it on ignored type priorities. When it wasn't- and the text said "Do not use Type Priorities"- they followed them.

Phoenix-D June 6th, 2003 08:49 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Huh. I think I found a couple more bugs..

First, if you click on the Events heading in SE modder, it corrupts the events file. (the "num of start entries" field is removed from all the events)

Second, it seems to have deleted my racialtraits.txt file's heading. The area where the information about the file is listed. Its gone from the stock folder, from my mod folder..from any folder I've opened with SE Modder.

EDIT: OK, its gone from -all- my folders. Odd.

EDIT2: because it was never there in the first place; I was looking at the wrong file. http://forum.shrapnelgames.com/images/icons/tongue.gif First error still stands though

[ June 06, 2003, 20:00: Message edited by: Phoenix-D ]

Gryphin June 21st, 2003 05:56 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
David as always
Thanks! for a great program.
I just sent installed 1.72
I need to fix something I create in v1.70

I am trying to delete a Family? I think and getting the message:
Input beyond end of file.
Do I need to do this manualy?
(and sorry if you alwready answered this)

Edit: Never mind, I reloaded the mod and the Family in question is gone.

Not important but the intro screen says 1.71 http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks again

[ June 21, 2003, 17:35: Message edited by: Gryphin ]

DavidG June 22nd, 2003 01:40 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
OK 1 month to fix 2 tiny bugs. http://forum.shrapnelgames.com/images/icons/tongue.gif Oh well at least I finally got off my butt and fixed them. The Create Family thing should work up to 20 now and the Events puts that missing field in. (saving the events will fixed everything if you've got a corrupted Version due to the old Version)

DavidG June 24th, 2003 03:27 AM

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

Originally posted by Gryphin:

Not important but the intro screen says 1.71 http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks again

<font size="2" face="Verdana, Helvetica, sans-serif">hehe Should have know someone would notice that. I actaully noticed it myself and fixed in the the "EXE" Version. just didn't get around to fixing it in the full install Version. http://forum.shrapnelgames.com/images/icons/icon12.gif


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