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To DavidG concerning SE4 Modder
I've noticed something different with the Version 1.61 compared with Version 1.51.
I've been using Version 1.51 for a while to create my mod. While browsing the forums I found that Version 1.61 is out so I used that instead. Unfortunately, with Version 1.61 I can't seem to give 'ship training' and 'fleet training' ability to my components. I can do that with Version 1.51. I was hoping use that ability to create baseships with the ability to function as a mobile fleet headquarters that can train ships and fleets. I was also planning to use the 'combat modifier - system' ability to create a sort of Admiral's Office to allow combat bonus for all friendly ships in the system. All three abilities does not seem to be available for components but strangely enough they're available for facilities. I was wondering whether this is a bug and if it is, can you fix it? I guess I can always modify the text file but using your program is MUCH more convenient! Thanks. |
Re: To DavidG concerning SE4 Modder
Maybe these abilities don't work on components in the game, so David changed it so you can't add it to components anymore, since it won't work anyway, like the research point generation on components
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Re: To DavidG concerning SE4 Modder
Maybe you're right. Oh well... back to the drawing board I guess. I'll still test it using a text editor though.
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Re: To DavidG concerning SE4 Modder
I'm pretty sure SJ is putting training facilities ability on the next Version of P&N PBW. I'm also planning to do it for the AoW mod. (imitation is the best form of flattery, right?) So I'm pretty sure that is works on components...
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Re: To DavidG concerning SE4 Modder
It's not a bug it's a feature. http://forum.shrapnelgames.com/images/icons/icon7.gif Version 1.60 + uses a modified abilities.txt file (found in the SE4Modder directory) that adds a line spediciying what it can be used for. It's intended to make things easier for rookies. You can turn this feature off by unchecking "Filter Abilities" in the file menu. You will have to then click your mod from the file menu to force the program to reaload the ability lists.
It is also quite likely that my modifiyed abilities txt file has a few errors in it regarding what an ability can be used for. (such as the case you mentioned) [ January 12, 2003, 13:23: Message edited by: DavidG ] |
Re: To DavidG concerning SE4 Modder
Ship and fleet training does work on components, I have tested that and considered using it for Devnull Mod. I decided against it.
Instead I made all training facilities system wide, in order to give the AI the ability to train also. Rollo [ January 12, 2003, 13:28: Message edited by: Rollo ] |
Re: To DavidG concerning SE4 Modder
I have a suggestion. I was busy catogorising my components and I was searching which weapon was linked to which weaponfamily. Maybe that's a nice feature to add to the editor. That way you can see which familynumbers are available and which aren't and to which weapon each number has been linked to.
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Re: To DavidG concerning SE4 Modder
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Re: To DavidG concerning SE4 Modder
Would there be anyway to use the modder program to help with a partially done MOD (B5 in mind here?). The major person (Val) seems to be awol http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/confused.gif
[ January 25, 2003, 00:47: Message edited by: pathfinder ] |
Re: To DavidG concerning SE4 Modder
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Edit: Just downloaded the B5 mod and it loaded OK :-) One thing I like about my program is that the the treeview will often reveal minor errors in the data files such as the wrong Roman Numeral in the Tiny Fussion Engine III :-) Edit 2: Similarly viewing new mods often reveals bugs in the program http://forum.shrapnelgames.com/images/icons/icon9.gif such as when double clicking the component pic it loads the components.bmp from the stock files instead of the B5 ones. http://forum.shrapnelgames.com/images/icons/icon9.gif [ January 25, 2003, 04:19: Message edited by: DavidG ] |
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