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  #1  
Old April 21st, 2003, 03:17 AM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

Quote:
Perhaps this should be expanded to mod everything in SE4
I'm not out to make a swiss army knife, or replace the se4 modder already available.

This is just for making grid techs
I will expand this to handle facilities too, but I don't see it being useful anywhere else.
I'm also looking for suggestions on how the flexibility can be improved.

[ April 21, 2003, 03:33: Message edited by: Suicide Junkie ]
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Old April 21st, 2003, 07:15 AM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

SJ: You are my god....

I have built a temple to you in my kitchen....
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  #3  
Old April 21st, 2003, 07:27 AM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

Found a bug, if you have a component that starts with a roman numeral (like Xander, or Lazer) it will chop of the word, leaving only that first letter.
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Old April 21st, 2003, 07:56 AM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

oh, and it cuts of seeker damage resistance too.
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  #5  
Old April 21st, 2003, 03:32 PM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

Quote:
Found a bug, if you have a component that starts with a roman numeral (like Xander, or Lazer) it will chop of the word, leaving only that first letter.
Is that the only word in the name?
It worked fine when I tried it on "Meson BLaster I"

If you're doing a "simple" mode naming scheme, it tries to convert the Last word in the name to an integer (Xander -> 10 in R.N. In the alphanumeric scheme, it would be some horrible number close to 300,000,000 (X->24*26^5) It then uses that number to start off a sequence of names in ascending order for the next components.
If this is the case, you need to just change your starting component to "Xander I" and it'll work.
If you started with "Xander V" then 5 more gridded components would turn out as "Xander V" through "Xander X"

I'm not seeing it cut off seeker damage resistance, though...

[ April 21, 2003, 15:03: Message edited by: Suicide Junkie ]
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Old April 21st, 2003, 08:30 PM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

Tech Gridder v0.4.zip

- Added support for modifying weapons range.
Note: "Adding left & shift" mode considers the left side to be the minimum range where the damage is non-zero.
If you have a weapon with "0 0 0 5 5 5 ..."
Adding a 10 to the left side gives "0 0 0 10 5 5 5 ..."
If all ranges do zero damage, then it adds damage at range 1.

Note2: "Adding to the Right" will not have ANY effect on weapons that do damage at range 20 (or range 21 for missiles)
So: If the Last number in the damage at range is non-zero, "Add to the right" does nothing.

Note3: Damage modifiers are applied across the weapon BEFORE range is modified.

Note4: If the damage at max or min range is between zero and 1, it will still be considered max or min range. This may have odd effects, resulting in weapons with "gaps" of zero damage between their final max and min range.

Any damage number that goes negative, will be tracked internally, but shows up as zero in the final component output.
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Old April 22nd, 2003, 12:03 AM
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Default Re: SJ\'s Tech Gridder 0.50 - now with ability support!

Tech Gridder v0.45.zip
- Added support for "Seeker Damage Resistance"
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