.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #161  
Old February 6th, 2003, 03:50 AM
F Te antKe's Avatar

F Te antKe F Te antKe is offline
Private
 
Join Date: Feb 2003
Location: East Coast USA
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
F Te antKe is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
__________________
Use Finesse not Force
Reply With Quote
  #162  
Old February 6th, 2003, 04:41 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by F Te antKe:
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
Thanks

Comp Family Req = Component Family Requirement: A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount.

This way you can make a mount available for only a specific set of components.
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #163  
Old February 7th, 2003, 02:45 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #164  
Old February 7th, 2003, 07:16 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by DavidG:
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
Whatever you do, do not use SuicideJunkie's P&N pop modifiers! I hate them!!!

Perhaps something using ln for every 10M?
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #165  
Old February 13th, 2003, 01:48 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Great program. It's been really useful so far and I've only used it to pick component features and calculate tech costs.

I did find a weird bug though. Military Science isn't being counted in the tech costs. Combat Sensors costs 425000 research to max; ECM is only listed as needing 375000. Torpedos and point-defense weapons are similarly affected, as are the Ship Training and Fleet Training facilities; anything that has military science as a pre-requisite.

As far as I can tell, it is limited to only the mil sci tech area not being counted toward research costs.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #166  
Old February 13th, 2003, 02:46 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Huh?? ditto on the wierd. Right you are though PD should cost 55000 to get to level 1 not 5000. Have to look into it

Edit: Aww crap this problem goes much deeper than just Military Science... Doh!

Edit2: Ok got it fixed now. Although I'm really not sure why the error I found didn't bugger up other things. I really should document my code better. Now all I gotta do is finish the other stuff I was working on and post a new Version.

[ February 13, 2003, 02:55: Message edited by: DavidG ]
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #167  
Old February 27th, 2003, 06:06 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Bump

I've been working of a fairly big update so just wanted to let everyone know work is on going. So if you've got any complaints, bugs or other suggestions let me know?

PS hey Phoneix-D Are you still getting that 'cannot create directory' error"
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #168  
Old February 27th, 2003, 06:20 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Not that I've been using it as much, but yes.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #169  
Old February 27th, 2003, 01:28 PM

Gryphin Gryphin is offline
BANNED USER
 
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
Gryphin is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I got the, 'cannot create directory' trying to use it a across our peer to peer network at home.

I love the Modder. I really apriciate all of the hard work. I could never do the things I am doing without it.

Request? Just the one about I always have about colors and SE. It would be greate if the Mineral and Organics colors could be brighter or larger. I can only read them if I highlight them.

Thanks again. It is a superb tool.
Reply With Quote
  #170  
Old February 27th, 2003, 04:14 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I always get the 'unable to create directory error' on startup.

I don't usually use the modder for components, but when I use it for systemtypes - I usually end up getting an error that causes the 'physical type' box not to display and therefore I can't add any more entries. It sticks at whatever object # it occurs at and is still present after closing the program and restarting.

The program eats a lot of memory. Can you work on that? Perhaps only load individual files instead of the whole mod at once?

I think a few improvements to the interface would be nice, but not totally necessary. I just don't like those grey controls in the middle of the black blackground, it just looks wierd .

Lastly, I must commend you on this fine program and I look forward to the next Version!
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:06 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.