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June 23rd, 2002, 08:08 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Component modding tool. Get it here.
Quote:
Originally posted by geoschmo:
An ability to reorder components without making any other changes would be usefull. Gimboids modder has that. Although I am not sure how you would do that with your modder being a tree display.
Component family is used when displaying components during the game in the ship design window. When you check the "display only latest" the game will only show the most advanced component in any component family. It also uses this when you hit the upgrade design button. I don't think the AI uses the component family directly, although I may be wrong about that.
Weapon family is used by the AI when deciding which weapons to use on ships designs.
Not sure why the need for two families. There probably is a logical explanation, I just can't think what it might be offhand.
Geoschmo
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The 'need' is just what you described: To allow weapon types and component families to be independent of each other. It's not used much right now but it's an important extension of the AI design specifications. There are only five picks possible for primary and secondary weapon. Granted, few people use them all right now but if component family was identical to weapon family the flexibility of the AI would be even less than it is. Or the AI files would be even bulkier. Imagine 10 lines for each weapon in a design definition.
I think the AM/Quantum Torpedo and the Acid Globule and Electric Discharge/Lightning Ray are the only weapon families that cross component family boundaries right now. Oops, checking up it's only the organic weapons that have different families. The torpedos are one component family.
Anyway, using a seperate weapon family gives a second 'dimension' to work with. You could setup completely seperate research areas yielding very different weapons with the same family and the AI would then 'evolve' through one use of that family, perhaps researching the first Version early in the game and then the 'next generation' at a later stage of the game. Yet, the first might still be useful. You might want the first family to be displayed seperately so you can choose to use it yourself instead of the 'later' generation of the same weapon family.
[ June 23, 2002, 19:14: Message edited by: Baron Munchausen ]
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June 27th, 2002, 02:38 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Component modding tool. Get it here.
Quote:
Originally posted by geoschmo:
Ok, another little issue. When creating a mod there doesn't seem to be any way to tell it where to make the mod. It creates the mod in my C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV Gold directory and copies the stock data files from there for the mod.
On my computer that is the location of my Version 1.60 install of SE4. I have another 5 or 6 installs on my computer so I can play and test games in different Versions. I may be a little odd in the number of installs, but I am sure I am not the only one with more than 1. Also some people may have only one install but not have it in the default directory.
Geoschmo
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Well almost got this working pretty slick. Damn that was a lot harder than I expected though. For anyone waiting for the Facilites editiing to be complete blame Geo hehe.
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June 27th, 2002, 02:53 AM
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General
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Join Date: Jul 2001
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Re: Component modding tool. Get it here.
Damm DavidG. Nice.
Just what I wanted to do.
I am going to play with it a bit and add a tech tree viewer for it. I will not release it or anything. I will just send the source to you and if you want you can add it to your source.
I just like to print maps of the tech tree.
__________________
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 27th, 2002, 04:49 PM
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General
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Join Date: Jul 2001
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Re: Component modding tool. Get it here.
Damm I though the source code was here. as well.
David G. Could you private message me about your source code. I am just wondering if it is available. Thanks....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 27th, 2002, 05:18 PM
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General
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Join Date: Jul 2001
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Re: Component modding tool. Get it here.
Request.
1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 28th, 2002, 03:31 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Component modding tool. Get it here.
Quote:
Originally posted by tesco samoa:
Request.
1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas
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1. Is actually already there. If you view a component and change it's name it will ask you if you want to edit the old component (ie give it a new name) or save it as a new component
2. Is definatlely in the works.
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June 28th, 2002, 04:01 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: Component modding tool. Get it here.
Quote:
Originally posted by tesco samoa:
I am going to play with it a bit and add a tech tree viewer for it. I will not release it or anything. I will just send the source to you and if you want you can add it to your source.
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Cool! Although I've never really figured out how (or why) one would do a tech tree in SE4. It's just that the tree seems so linear if you know what I mean. as in non-tree like. ie Chemestry leads to Armor which leads to Armor 2. No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree.
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