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-   -   Another Zeno Modder Update (http://forum.shrapnelgames.com/showthread.php?t=2874)

Zeno42 April 24th, 2001 11:29 PM

Another Zeno Modder Update
 
SEIV AI Tech Queue Modder v1.0.14 Beta

Another minor update, chiefly to prevent the Duplicates Analyzer from considering Non-Connected Techs to be equivalent to Active AI Techs. Based upon some further suggestions by Joe Skarupinski.

The current Versions of all my modders and links are:

Component Modder: http://forum.shrapnelgames.com/ubbup...der_1-0-12.zip

AI Tech Queue Modder: http://forum.shrapnelgames.com/ubbup...der_1-0-14.zip

Sector Type Modder: http://forum.shrapnelgames.com/ubbup...ype_modder.zip

Enjoy,
--Zeno


[This message has been edited by Zeno42 (edited 24 April 2001).]

Jourin April 25th, 2001 04:53 AM

Re: Another Zeno Modder Update
 
Zeno,

Excellent job! I appreciate all your effort.

Devnullicus May 3rd, 2001 12:10 AM

Re: Another Zeno Modder Update
 
Zeno, your tools are incredibly helpful to me! Just wanted you to know that your work is highly appreciated =)

I also have a couple of small feature requests for your next Version of the AI tech modder tool.

1) In the field where you enter the tech level, can you put some static text near it telling you what the max level for that tech is? I find myself having to constantly open up the TechArea.txt file and look for that info.

2) A button to analyze your queue and tell you which Tech Areas you are either not fully researching or not researching at all.

Thanks! And again, thanks for the great tools!

[This message has been edited by Devnullicus (edited 02 May 2001).]

Trachmyr May 3rd, 2001 12:25 AM

Re: Another Zeno Modder Update
 
Oh my Goddess!

I just tried out your programs Zeno, and I want to kick myself for not using them earlier! They're awesome!

Thank you!

Possum May 3rd, 2001 12:36 AM

Re: Another Zeno Modder Update
 
Uhh, how about a teensy bit more info on where to put these and how to use them? The readme doesn't seem to include these basics.

I can't get it to work, I get this big fat "File Not Found" error...

Possum May 3rd, 2001 12:45 AM

Re: Another Zeno Modder Update
 
OK, got it, was a 3-step process

For the component modder -

1. Under File menu, select "Set SE4 Directory", change mask in the file selection window from *.txt to *.*, then locate the SE4 executable. Ignore error noise and message.

2. Under File menu, select "Select TechArea File". Browse to relevant data directory, and select the TechArea.txt file. Ignore error noise and message.

3. Under File menu, select "Load". Browse to relevant data directory, and select the Components.txt file. NOW you should see data in the windows, and a pretty picture where it formerly displayed an ugly "File Not Found" error message.

Like everyone else, I thank you for this. Maybe you could add the three steps above to the README, and spare boneheads like me the potential confusion http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

"Varmint Six out"

Possum May 3rd, 2001 01:11 AM

Re: Another Zeno Modder Update
 
Yeah, me, back for a third post on this topic. I thought about where I'd left this, Zeno, and I wasn't happy with that.

I came off sounding like a total ingrate, and that's not right. You've invested effort here, and given something to the community, and it's not right to meet a gift with any criticism at all.

I'm sorry, Zeno. You done good, and we DO appreciate it.


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