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				February 6th, 2003, 03:50 AM
			
			
			
		  
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				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? 
		
	
		
		
		
		
		
		
			
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				February 6th, 2003, 04:41 AM
			
			
			
		  
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				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?
			
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 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. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 7th, 2003, 02:45 AM
			
			
			
		  
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				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? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 7th, 2003, 07:16 AM
			
			
			
		  
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				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?
			
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 Whatever you do, do not use SuicideJunkie's P&N pop modifiers!  I hate them!!! 
 
Perhaps something using ln for every 10M? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 13th, 2003, 01:48 AM
			
			
			
		  
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				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 
		
	
		
		
		
		
		
		
			
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				February 13th, 2003, 02:46 AM
			
			
			
		  
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				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 ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 27th, 2003, 06:06 AM
			
			
			
		  
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				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" 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 27th, 2003, 06:20 AM
			
			
			
		  
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				Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
			 
             
			
		
		
		
		Not that I've been using it as much, but yes. 
 
Phoenix-D 
		
	
		
		
		
		
		
		
			
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				February 27th, 2003, 01:28 PM
			
			
			
		  
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				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. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 27th, 2003, 04:14 PM
			
			
			
		  
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				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!  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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