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August 25th, 2007, 02:16 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
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Re: Space Empires V Editor 1.4 Released
That is truly awesome news... Devnul was my mod of choice in SEIV...
Can't wait
Javaslinger
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August 25th, 2007, 05:06 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: Space Empires V Editor 1.4 Released
just... please tell me it uses bm as a base, rather than stock.
__________________
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August 25th, 2007, 05:15 PM
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Sergeant
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Join Date: Jun 2006
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Re: Space Empires V Editor 1.4 Released
Yay for the editor and the mod !
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August 25th, 2007, 06:25 PM
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Corporal
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Join Date: Aug 2001
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Re: Space Empires V Editor 1.4 Released
Great news. 1.4 still seems to be fully compatible with the latest versions of SE V, though, so I wonder what you're changing. I used it to build the DJAS mod.
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August 25th, 2007, 07:39 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Space Empires V Editor 1.4 Released
Mainly, I'm just adding more features. I've got a Damage Types Editor now and am considering a script editor because I'm getting really tired of the idiotic AI. I've been avoiding modifying the AI scripts because I knew it would become a huge time sink for me, but at this point, I don't see a way to make the game fun to play without making the AI reasonable. And I really want this game to be fun.
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August 25th, 2007, 07:44 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Space Empires V Editor 1.4 Released
And yes, DevnullMod is using BM Mod 1.09 as a base (though the components, tech areas, and facilties have been almost completely revamped and used BM Mod 0.99 as the base. I've been applying changes selectively from later BM Mod versions in those areas).
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August 25th, 2007, 09:04 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Space Empires V Editor 1.4 Released
What would the script editor do? Provide syntax highlighting and possibly intellisense-type language completion? Its not like the data files that actually have a fairly fixed format. You can define whatever functions you want in the scripts, as well as completely change how any stock function works (or even remove some and rewrite stuff how you like).
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August 26th, 2007, 12:32 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Space Empires V Editor 1.4 Released
Not so worried about syntax highlighting (though that would probably be nice), but I'm just too used to Visual Studio's ability to keep track of methods. I want a dropdown to show me what methods are in a file and take me to it quickly. Hunting for a method is annoying.
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