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  #1  
Old November 2nd, 2006, 06:19 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

grrr. That shouldn't be happening. Let me look into it. I should just have you run my releases before publicly announcing them - you always seem to find problems
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  #2  
Old November 2nd, 2006, 06:22 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Doh, ok, I apparently wasn't quite draconian enough in enforcing the mod directory GameTypes is not a legal mod directory. I'll fix that in the next version. For now, just make sure to choose an actual sub-directory of "GameTypes" as the mod directory
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  #3  
Old November 2nd, 2006, 06:57 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.1 Released

Quote:
Devnullicus said:
grrr. That shouldn't be happening. Let me look into it. I should just have you run my releases before publicly announcing them - you always seem to find problems
You're welcome to do it if it helps.
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  #4  
Old November 2nd, 2006, 07:03 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

OK, there's enough bugfixes and changes needed that I'm going to fix these and put out a patch release later today. 1.1.1 due soon!
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  #5  
Old November 2nd, 2006, 07:04 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.1 Released

1. Thanks.


2. That field doesn't do anything. The only time its called at all is when the target ship has the ability that reduces weapon damage by a %.

About the explosions: see this line in history.txt.
"Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name"."

Right now the editor doesn't handle that part very well.

3. Yeah, vehicle type. Simplest method would be to leave it as-is, but remove the error message. The editor loads non-standard vehicle types already (they show up in the lists and in the boxes), it just won't let you USE them. The same problem applies to Target Type, by the way.
4.
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Old November 2nd, 2006, 07:52 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

The other three effect name fields have files that I can read from to get the data. There is no file to get values from for explosions. What should I use to populate the list?
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  #7  
Old November 2nd, 2006, 07:56 PM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.1 Released

Actually there is a file:
BitmapEffects_SpaceCombat.txt and
BitmapEffects_GroundCombat.txt

look for the comment

Explosions - Weapon

they begin after that.
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  #8  
Old November 2nd, 2006, 07:58 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.1 Released

Ug. How the hell does the game interpret this field? sheesh.
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  #9  
Old November 2nd, 2006, 08:14 PM

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Default Re: Space Empires V Editor 1.1 Released

As far as I can tell, there are two ways:

If [Random Specific Type] is present, it reads the next bit of text and picks a random explosion from that type. In stock, there's only one type- Weapon Explosion. So all the weapons pick randomly from the same group of explosions.

If [Random Specific Type] is NOT present, the line is read as the name of an explosion. In stock, that would be Weapon Explosion 1 to Weapon Explosion 4.
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  #10  
Old November 7th, 2006, 05:21 AM

pujal pujal is offline
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Default Re: Space Empires V Editor 1.1 Released

Just curious what file you will be making an editor for next? *cough* vehicleSizes *cough*.
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