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SE4 Modder Ver 1.76 (updated for ver 1.91)
Version 1.40 of my modding program is done now.
New features include - editable Tech Areas - editable Vehicle sizes - Components / Facilities and Vehicle Size windows now show their total cost in research points - more detailed help file (at least for component building) Thanks to Imperator Fyron for letting me use bits of his Modding 101 site for this. - fixed bug were if a component had 1 or 2 techs required you could not delete them. - other various bug fixes and enhncements I can't rembember. As always comments, bug reports, etc are appreciated [ March 27, 2004, 19:55: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown? 2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply. 3) I have some experience with help files. [ July 23, 2002, 06:11: Message edited by: Elowan ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Add support for SystemTypes.txt and QuadrantTypes.txt. http://forum.shrapnelgames.com/images/icons/icon7.gif I am getting tired of copy-pasting the same long thing 40 times with only slight variations. http://forum.shrapnelgames.com/images/icons/icon12.gif
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong. http://forum.shrapnelgames.com/images/icons/icon7.gif I need to get to removing that... |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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2- As far as I can see it is correctly showing the total cost. Resupply depot costs 50000 because it only needs level 1 tech. Emergency Resupply pod show 150000 at medium level. (50000 for lvl 1 and 100000 for lvl 2) 3- I think my only prob with the help files is using a freebie program with limited abilities to make it and the bordum of writing it. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The tech cost shown do include all the pre-requisites. There is actually a fairly easy way to program this. Get all the req techs (and levels) for a component and put them in a list. Then scroll through the list and check if each tech has any required techs. If so add them to the end of the list (if not already in it). By the time you get to the end of the list you have all the requirements.
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Will add SystemTypes.txt to the list of things to do. |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Well this is typical. Day after I post a new Version I find a bug. http://forum.shrapnelgames.com/images/icons/blush.gif Well now Version 1.401 will correctly create a weapon of "Point-Defense" type (and not "Point - Defense" with the extra spaces)
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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