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the component editer
where's the component editer? any other editer's out there?
oh, and what happened to the #se4 guest speakers? and what's the largest component size? [ October 14, 2003, 19:22: Message edited by: narf poit chez BOOM ] |
Re: the component editer
You mean the one in my sig?
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Re: the component editer
i need to look at peoples sig's more. thanks. any other editer's?
i got a couple of access error's on a couple of dll's. [ October 14, 2003, 20:06: Message edited by: narf poit chez BOOM ] |
Re: the component editer
Quote:
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Re: the component editer
ok, thanks.
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Re: the component editer
it doesn't look like it can make multiple components. wasn't there one that could make multiple components?
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Re: the component editer
Do you mean the Tech Gridder?
http://www.shrapnelgames.com/cgi-bin...3;t=008842;p=1 |
Re: the component editer
thanks. are there any other editer's out there?
[ October 15, 2003, 22:23: Message edited by: narf poit chez BOOM ] |
Re: the component editer
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[ October 15, 2003, 22:45: Message edited by: DavidG ] |
Re: the component editer
ok. thanks. and SJ, changing the one initial ability value changes all of them.
uh, how do you edit more than the first ability level? can it do multiplication or percentage increases? [ October 15, 2003, 23:16: Message edited by: narf poit chez BOOM ] |
Re: the component editer
What you do is create the first component, and plug in all the base Level 1 stats.
You then run the gridder, load your file, and punch in how you want each level to be different from the previous. Add 5 minerals, multiply by 1.1, and then take it to the exponent 0.98, for example. There is a little preview window so you can see how the higer level abilities will compare with each other. If you see the graph go into red or yellow values, you've got a problem, and some of the numbers will be insanely HUGE. Given a starting value of 60, and doubling every level for 10 levels gives you 30 thousand by the end. Just plug in how many levels, what tech will be required for these changes and presto. ----- You can plug the results back in to the tech gridder to make a tech grid (This second stage is the whole point of the gridder) If the first time, you had missile range increase by 2 for every level of "Missile Weapons", for the second dimension, you may want to have the seeker resistance go up by 15 for every level of armor tech. Given 5 levels of missile tech, and 6 levels of armor, you've now got 30 components coming out of the gridder http://forum.shrapnelgames.com/images/icons/icon7.gif Keep an eye on the file size, though. Empirical testing will show you that each dimension multiplies the size of your text file. A ten tech level dimesion added to the 400kb P&N components makes it 4megs. However, the size of the zip file will only go up by a very small amount. I predict a 700MB (CD-sized) file generated with the tech gridder would fit, zipped, onto a single floppy disk. So the download size of your mod will not be visibly affected by even excessive use of this tool http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: the component editer
uh, thanks. but i'm not making a tech-grid mod. i just want to know how to do abilities with different numbers. like a ship yard. i change the components repair to 2 and the contruction rate changes to 2.
anything to convert data files from classic to gold? [ October 16, 2003, 02:45: Message edited by: narf poit chez BOOM ] |
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