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March 3rd, 2001, 03:27 PM
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Corporal
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Join Date: Feb 2001
Location: Baltimore,MD,USA
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Component Modder Feature Update
Hey All,
I just uploaded another Component Modder update into the Mods Forum. This Version (for once) is a feature update (see below) rather than a bug fix. Next in the queue is linking to the TechArea.txt file to determine allowable techs for tech requirements (possibly leading to a Tech Type modder).
In other news, my Sector Type modder will probably debut within the next few days.
Enjoy,
--Zeno
Component Modder v 1.0.7
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Now displays Component Pictures (requires you to identify the SEIV directory by selecting "Set SEIV directory" from the File menu and then browsing to *any file* in your local SEIV directory - otherwise all pictures will display as File not Found).
Now displays and plays Weapon Sound files (Play only works after the SEIV directory has been identified as above).
Reorganized interface a bit.
Changed entry cursor.
Holding down Up/Down key now quickly scrolls through components.
[This message has been edited by Zeno42 (edited 03 March 2001).]
__________________
--Zeno
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March 3rd, 2001, 04:07 PM
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Sergeant
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Join Date: Dec 2000
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Re: Component Modder Feature Update
Nice Zeno! Sounds great. Thanks, again.
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March 3rd, 2001, 04:44 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Component Modder Feature Update
If I had 2 wishes for a program, I would like to have:
1.) A program to make a research file, where I can move the techs around and my current researched tech level for ech tech area is shown.
2.) A program to make a vehicle_construct.txt, where I can move my queues entries around.
Ah, that would be cool.
But nevertheless, nice work so far. 
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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March 3rd, 2001, 05:09 PM
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Corporal
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Join Date: Feb 2001
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Re: Component Modder Feature Update
Mephisto Wrote
>If I had 2 wishes for a program, I would
>like to have:
> 1.) A program to make a research file,
> where I can move the techs around and my
> current researched tech level for ech tech
> area is shown.
Not sure I follow. Do you mean a program to analyze a savegame file and display the currently researched levels in all tech areas? Doesn't sound too hard in theory - save that I've yet to make any attempt to decipher the savegame format.
>2.) A program to make a vehicle_construct.txt,
> where I can move my queues entries around.
You are talking about operating on the vehicle design list in a savegame here??
I'd have to look into it.
Hm. Any idea if there is a readme or FAQ on the savegame file structure somewhere??
--Zeno
__________________
--Zeno
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March 3rd, 2001, 07:14 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Component Modder Feature Update
Zeno, great stuff, keep up the good work. 
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March 4th, 2001, 12:40 AM
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Captain
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Re: Component Modder Feature Update
Zeno,
Mephisto is one of our Paramount Grand Master AI race creators. Thus, you need to interpret his post in light of the AI files he is creating such as:
se4\ModPack\pictures\races\earthAlliance\EarthAlli ance_AI_Research.Txt
and
se4\ModPack\pictures\races\earthAlliance\EarthAlli ance_AI_ConstructionVehicles.Txt
I am quite impressed with your program, Zeno, and hope you create a few more for us. But... I hope you do *NOT* ever figure out the savegame format...  I don't think I would want to play a multiplayer game if someone figured out how to modify that... 
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