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March 28th, 2001, 06:23 AM
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Private
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Join Date: Mar 2001
Location: Gillett, PA, USA
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Modding Questions
Greets,
1. Let me see if I understand this... When one specifies a subdirectory in the 'path.txt' file, SEIV searches that directory first (for needed data files). If the necessary data file isn't found in the custom directory, then SEIV uses the default files in its own directory. Is this correct?
2. (or really 1a) If the above is true, is it prudent to copy a file to be edited into the mod directory. This should leave the original untouched, and allow use of the customized file.
2. Can the DefaultDesignTypes file be edited without affecting game play? I find many of the designations (three colony types, Attack Base, etc.) useless, and would like to change them.
TIA
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March 28th, 2001, 09:10 AM
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Corporal
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Re: Modding Questions
quote: Originally posted by Garet:
Greets,
2. Can the DefaultDesignTypes file be edited without affecting game play? I find many of the designations (three colony types, Attack Base, etc.) useless, and would like to change them.
TIA
I don't know if this is helpful to you, but I create my own design types. When you first click on design type when creating a new design you'll notice an Add button along the bottom of the screen. Here you can Add a new type or types. With Colony Ships for example, instead of following the obtrusive convention the game defaults to I create a more generic type "Colony Ship" then adopt a naming convention among the subsequest ship designs, such as:
Colony Ship (R-I) (Rock Colony / Version I)
Colony Ship (I-I) (Ice Colony / Version I)
Colony Ship (G-I) (Gas Colony / Version I)
Like planning a comprehensible network such conventions go a long way toward making your Design Interface look much, much cleaner. That, coupled with the Hide Obsolete function, keeps the entire thing limited to two pages at the very most.
[This message has been edited by Magus38 (edited 28 March 2001).]
[This message has been edited by Magus38 (edited 28 March 2001).]
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Going along with the conditions of the world, without hindrance. Conditions of the world going along with conditions of the world, going along is a condition of the world when going along - this is called without hindrance.
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March 28th, 2001, 04:29 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modding Questions
quote: 1. Let me see if I understand this... When one specifies a subdirectory in the 'path.txt' file, SEIV searches that directory first (for needed data files). If the necessary data file isn't found in the custom directory, then SEIV uses the default files in its own directory. Is this correct?
2. (or really 1a) If the above is true, is it prudent to copy a file to be edited into the mod directory. This should leave the original untouched, and allow use of the customized file.
Yes. Copy the desired files to a mod directory, then edit your mod files all you want.
Just set the "path.txt" to point to your mod directory (which should look similar to your se4 root directory (ie. with a "data" subdirectory))
__________________
Things you want:
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March 28th, 2001, 04:52 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Modding Questions
I didn't test how my edits affected gameplay. But I did discover that the game is somewhat erratic in how it treats edits to the DefaultDesignTypes file. When I did some tests, I deleted all the lines and put my own in. Here is what I observed when I started a new game and designed a new ship:
QuickStart with Amon Krie - only new type
Add Existing Amon Krie - default types + new one
Create new race - only new one
Load existing race (the one I just created and saved) - default types + new one
So, make of this what you will. I dunno what it means.
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March 28th, 2001, 06:42 PM
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Captain
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Re: Modding Questions
Hmmm.... Raynor you may be on to something. I am at work right now and cannot check this - but I wonder if you can now make a call in the "Construction_Vehicles" file once a new design type has been added to the .emp file. This may be why earlier tests (which just dumped the DesignTypes in the race folder) did not work. Being able to control production of new design types would add a lot of possibilities. B/T/W any comments on the beta Version of the Piundons?
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-General George S. Patton
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March 28th, 2001, 11:33 PM
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Sergeant
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Join Date: Mar 2001
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Re: Modding Questions
quote: Originally posted by Garet:
Greets,
2. Can the DefaultDesignTypes file be edited without affecting game play? I find many of the designations (three colony types, Attack Base, etc.) useless, and would like to change them.
TIA
Personally I would leave alone the designations that already exist since the AI seems to use some of them for construction calls and designs. It's ok to add in whatever you want up to the 255 type limit though. I've added in several dozen of my own custom types, and it has worked fine for several games. I added in some design types that (to me at least) have flashier/more descriptive design types borrowing heavily from modern naval designations, ie things like Light Cruiser, Strike Cruiser, Battle Cruiser... interceptor, strike fighter, assault fighter etc. I mean to me troop transport sounds like it just shuttles troops from location to location, but assault transport ah now there's something that drops swarms of marines from orbit to take over a planet. I dunno, I probably sound kind of weird now, hehe.
[This message has been edited by jc173 (edited 28 March 2001).]
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