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  #1  
Old October 30th, 2006, 04:23 AM

pujal pujal is offline
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Default Re: Space Empires V Editor 1.0 released

Elsemeravin:

I don't think it was meant to run on the base facilities. I don't know why anyone would want to do that in the first place. You need to make a gameType, copy data > facilities.txt into your mod folder then run the editor on your gameType directory. Worked great for me.

Wow, great program. The Formula Wizard makes it stupidly easy to mod/create facilities now.

Only beef right now is a small one: the error message in the formula wizard, the bright colors are too much, and yellow on red is hard to see.

Really Dev, this is a great boon for the Se5 community. When this is finished hopefully the balance mod will get some competition .

p.s. The Abilities section is just stupendous. Also, are you planning on going all the way with this, say, having a code editor for modding the ai_scripts as well? Or are you just doing the game contents? Either way it will be invaluable.
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  #2  
Old October 30th, 2006, 04:55 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.0 released

That's correct, it wasn't meant to be run on the SE5/Data folder. Obviously, I need to enforce the folder-choosing rules a bit better

I also think I need to make a function to "create new mod folder". In addition, when you open a data file, if it doesn't exist in your current mod folder, read the base-file and save the changed file to the mod directory.

I'm not sure any of that answers the problems that elsemeravin is having though. A few questions for you, Elsemeravin:

1) Do you have .NET Framework 1.1 or above on your computer?
2) Do you have SEV version 1.08?
3) Have you modified the faciltiies.txt it's reading? What it looks like is happening is that it's expecting a number and its getting a string or .. something?
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  #3  
Old October 30th, 2006, 10:56 AM
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Default Re: Space Empires V Editor 1.0 released

Thanks for all the work- downloading now
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  #4  
Old October 30th, 2006, 11:19 AM
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Default Re: Space Empires V Editor 1.0 released

Works great so far.
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  #5  
Old October 30th, 2006, 02:14 PM
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Default Re: Space Empires V Editor 1.0 released

Devnullicus said:
1) Do you have .NET Framework 1.1 or above on your computer?


If he did not, there would be no JIT debugger to give such error dumps. Suppose he could have 2.0, but it is backwards-compatible.
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  #6  
Old October 30th, 2006, 04:01 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.0 released

Ah, ok, wasn't sure. This is my first real foray into C# land, so I'm unsure of how everything works yet. Some of the DLL versions led me to believe that he does have 1.1, but I wanted to make sure.

I think the next step is for me to get a copy of your facilties.txt, elsemeravin, so I can run it locally and see where it's barfing. Can you post that for me?
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  #7  
Old October 30th, 2006, 04:08 PM

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Default Re: Space Empires V Editor 1.0 released

Loads fine for me, but the forumla parser isn't as strict as SEV's is.

For example, in the editor putting one ( and two ) works fine; that'll cause an error on file loading for SEV.
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  #8  
Old October 30th, 2006, 04:20 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.0 released

Yeah, the parser isn't as strict, nor will it handle multiple variables as well. It's a standard expression-parser library that's slightly modified to handle SEV formulas. In order to get it to be stricter, I would have to make it know about a lot more of the game mechanics. Honestly, it seems like there's better things I can spend my time on right now

What it's meant to be is a way to handle most formulas that SEV will handle and give some indications of easy-to-find syntax errors as well as allowing the wizard to help build valid formulas. Go much beyond that, and I'd be writing the scripting system for SEV again
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  #9  
Old October 30th, 2006, 06:12 PM

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Default Re: Space Empires V Editor 1.0 released

Quote:
Devnullicus said:
That's correct, it wasn't meant to be run on the SE5/Data folder. Obviously, I need to enforce the folder-choosing rules a bit better
I did copy the main facilities.txt file into the mod/data folder not run directly on the main folder.

Quote:
1) Do you have .NET Framework 1.1 or above on your computer?
I'm not so sure. But the following answers may answer your question indirectly.

Quote:
2) Do you have SEV version 1.08?

Yes indeed.

Quote:
3) Have you modified the faciltiies.txt it's reading? What it looks like is happening is that it's expecting a number and its getting a string or .. something?
I do not seem to have modify the file although I cannot be 100% sure. To help you out, after I press continue in the error box, the program works and 10 facilities are displayed:
Space Yard Facility
Space Port
Resupply Depot
Mineral Miner Facility
Organics Farm Facility
Radioactives Extraction
Research Center
Intelligence Center
Robotoid Factory
System Robotoid Factory

So I feel the problem may come either from the System Robotoid Factory of the Medical Lab.

I have the following for there:

Name := System Robotoid Factory
Description := Robotic workers who will increase all production for an entire system.
Facility Group := Resource Extraction
XFile Class Name := Robotoid Factory
Picture Number := 9
Maximum Level := 21
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000 (([%Level%] - 1) * 20)
Cost Minerals Formula := 20000 (([%Level%] - 1) * 200)
Cost Organics Formula := 10000 (([%Level%] - 1) * 100)
Cost Radioactives Formula := 10000 (([%Level%] - 1) * 100)
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 20 in Robotics.
Requirement 1 Formula := Get_Empire_Tech_Level("Robotics") >= (20 ([%Level%] - 1))
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier - Minerals
Ability 1 Description := Increase mineral production for a system by [%Amount1%]% (only 1 facility per system effective).
Ability 1 Scope := System - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 10 (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Resource Gen Modifier - Organics
Ability 2 Description := Increase organic production for a system by [%Amount1%]% (only 1 facility per system effective).
Ability 2 Scope := System - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 10 (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Resource Gen Modifier - Radioactives
Ability 3 Description := Increase radioactive production for a system by [%Amount1%]% (only 1 facility per system effective).
Ability 3 Scope := System - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 10 (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0

Name := Medical Lab
Description := A facility dedicated to curing disease and improving the lifespan of your citizens.
Facility Group := Resource Extraction
XFile Class Name := Medical Lab
Picture Number := 10
Maximum Level := 49
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000 (([%Level%] - 1) * 20)
Cost Minerals Formula := 10000 (([%Level%] - 1) * 150)
Cost Organics Formula := 5000 (([%Level%] - 1) * 50)
Cost Radioactives Formula := 5000 (([%Level%] - 1) * 50)
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Medical Treatment.
Requirement 1 Formula := Get_Empire_Tech_Level("Medical Treatment") >= (1 ([%Level%] - 1))
Number of Abilities := 2
Ability 1 Type := Plague Prevention
Ability 1 Description := Prevents level [%Amount1%] plagues in this system.
Ability 1 Scope := System - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := trunc(([%Level%] / 10) 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Planet Population Reproduction
Ability 2 Description := Populations in this system will reproduce [%Amount1%]% faster (only 1 facility per system effective).
Ability 2 Scope := System - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0.1 ([%Level%] * 0.1)
Ability 2 Amount 2 Formula := 0


Maybe it doesn't like the "trunc" ? However the file works ok with SEV.

(Strange that I only gets the problem though...)

I get another problem. The combo box for choice of ability type is empty (cannot select). I have in the data folder only the following files:

Facilities.txt
TechAreas.txt
Component.txt

Are some others necessary ?
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  #10  
Old October 30th, 2006, 06:29 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.0 released

Ya know, it sounds like maybe your install went badly? Try uninstalling the one you downloaded, redownload it, and install it again.

I know that trunc() is working because I spent time making sure it did

No other files in the data folder should be necessary. The current tool only reads facilities.txt. All other data it needs it gets from consts.txt in the editor data folder (or is hardcoded in the code, but I tried to minimize that).

If re-downloading and re-installing doesn't work, I'll go deeper and analyze the text snippet you sent. I agree that it probably is something in the medical lab if you're seeing the 10 facilities before it in the list box.
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