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Mod System Analyised (long)
I went through and tested everything about the new Mod system. I must say its a VAST improvment. Way to go Arron.
Analysis of v1.27 Mod System Ai Directory. If the Mod Directory contains a directory named AI, this directory will be used instead of the SE4/Ai/ directory. This Directory must contain all the Default_Ai files. Defualt_AI_Anger.txt Defualt_AI_Construction_Facilities.txt Defualt_AI_Construction_Vehicles.txt Defualt_AI_DesignCreation.txt Defualt_AI_Fleets.txt Defualt_AI_General.txt Defualt_AI_Planet_Types.txt Defualt_AI_Politics.txt Defualt_AI_Research.txt Defualt_AI_Settings.txt Defualt_AI_Speech.txt Defualt_AI_Strategies.txt There can be any nubmer of Sub-Directories under this Folder and they may contain any or all of these files. If a file is not contained in these sub-directories, the program will defualt to the defualt files listed above. These subdirectories will be the choices listed under minister sytles during Empire creation. Data Directory If the <ModDirectory>/Data directory exist it must contain all of the Data files, If the directory does not exist the game will use the Data directory in the base se4 directory. Abilities.txt CompEnhancement.txt Components.txt Cultures.txt DefaultColonyTypes.txt DefaultDesignTypes.txt DefaultStrategies.txt Demeanors.txt EmperorNames.txt EmperorTitles.txt Events.txt Facility.txt Formations.txt Happiness.txt IntelProjects.txt PlanetSize.txt QuadrantTypes.txt RacialTraits.txt RepairPriorities.txt SectType.txt Settings.txt StellarAbilityTypes.txt SystemNames.txt SystemTypes.txt TechArea.txt VehicleSize.txt Dsgnname Directory If the Mod contains a Dsgnname Directory these will the only DesignName lists text avilible during Empire creation. Empires Directory If the Empires Directory exists in the Mod, Only the saved Empires contained in here will be those avilible to open, Further this directory (if exists) will be the defualt save location for .emp files. Fonts Directory If Mod direcotory contains a Fonts directory, these will beh the fonts used by the game. Without the ability to modify fonts I couldn't do extensive testing. But if a single file is missing the game will still run, the fonts mearly look different. If anyone can test more completly please send your results to me. History Directory As far as I can tell, If a history directory exists within the Mod directory, the game will lock up upon end turn command, saying File not found. Will look into this further, but it doesn't seem needed. Manual Directory The game ignores the Manual Dirctory within the Mod Directory, and will continue to link to the Manual Directory in the Base Se4 directory upon clicking the Manual button in help. Maps Direcotory If the Mod Directory contains a Maps directory these will be the maps avalible for load, and this will be the defualt save location for saving maps. This works the same as the Empires Directory. Savegame Directory Same as Empires, and Maps Scenarios Direcotry If this directory exists within the Mod directory, These will be the Scenaries avilible to load. This direcotory SHOULD include scenaries names tutorial, or the tutorial will not run. Sounds Directory If this exists within the Mod directory, this will be the sounds used for the game. (Extensive testing was not done here.) Files do not appear to defualt back to base directory. If file is not found system will play speaker beep instead. Temp Directory If Mod contains Temp directory, this will be used for temporary files instead of these Temp directory contained in the Base Directory. Pictures Directory Saved this one for Last as it is the most complex. And must be broken down in separate directories. If Pictures Directory is not include the game will use the Pictures directory in the Base directory. Pictures/Combat Directory If this directory exists these will be the files used for combat animations and images. If an image is missing the default will be used. Pictures/Components Same as Combat Pictures/Events Same as Combat Pictures/Facilities Same as Combat Pictures/Game Same as Combat, execpt if game directory exists, mouse cursors must be included for the game will use defualt windows mouse cursors. Pictures/Planets Same as Combat Pictures/RaceGeneric Same as Combat Pictures/RaceNeutral The subdirectories here will be those avilble as nuetral empires for random generation. If images are missing the defaults will be used. If RaceNeutral directory exist but contains no subdirectories the game will cuase error upon game creation, if neutral empires are used. Pictures/Races The subdirectories here will be the only RaceStyles avalible for Players or AI. If Races directory exist, must contain at least one subdirectory with AI files, if images are included they will be used, if not the default in the base direcotory will be used. Pictures/Stellar Same as Combat Pictures/Systems Same as Combat I hope this is benificial to the Mod making community. I have done my best to make sure information contained within is accurate. If not please contact me, Whiteflame74@hotmail.com |
Re: Mod System Analyised (long)
This is great stuff Darwin. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Just to clarify a little more Pictures/races directory (everything stated there by Darwin is correct in my experience). If the Pictures/Races directory exists, you have to put ALL the races you want to use in the game inside (including default ones). All races not found in the pictures/races directory will not be used in the game (you can't use them yourself and you can't add them with .emp files - it will cause an error) However, for the default races you have to only put their .txt files, and the game will look for .bmp files in the default base directory. |
Re: Mod System Analyised (long)
Thanks Daynerr, Thats a better explination of what I was trying to explain there.
------------------ Lord Darwin, Space Empires Fan since Space Empires 2 in 1995 |
Re: Mod System Analyised (long)
Many thanks Darwin!
I think the info will be of use to Mod Users as well..... |
Re: Mod System Analyised (long)
Could someone explain the whole pictures directory format again. Thanks.
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Re: Mod System Analyised (long)
<bows in respect> appriciated greatly are your efforts. i thank you
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Re: Mod System Analyised (long)
Well I can program but lack the good ideas to be able to make modes so just doing my part.
BTW: I'm interested in doing some custom speech files, does anyone know what defualt races people have made custom speech for? |
Re: Mod System Analyised (long)
only default one i know of with a special speech file are the Sergetti (Mod pack 1.5, I thimk)
Have fun, those speech files are LONG/BIG! |
Re: Mod System Analyised (long)
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Darwin:
Well I can program but lack the good ideas to be able to make modes so just doing my part. BTW: I'm interested in doing some custom speech files, does anyone know what defualt races people have made custom speech for? <HR></BLOCKQUOTE> Well, Nix (from Twin Galaxies, the one that made speech file for Sergetti) is working on Xi'Chung and Norak so don't do these. Just pick any other default race and make sure that you tell us which one are you working on so we don't have to. If they are good they will end up in Mod Pack with all the credits of course. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I am looking forward for that. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Mod System Analyised (long)
Well I figure I'll try my hand at the Crystalonite. They are just too alien to be saying the same things as everyone else.
------------------ Lord Darwin, Space Empires Fan since Space Empires 2 in 1995 |
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