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  #1  
Old June 27th, 2002, 04:49 PM

tesco samoa tesco samoa is offline
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Default 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....
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  #2  
Old June 27th, 2002, 05:18 PM

tesco samoa tesco samoa is offline
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Default 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
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  #3  
Old June 28th, 2002, 03:31 AM
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Default 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
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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  #4  
Old June 28th, 2002, 04:01 AM
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Default 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.
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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  #5  
Old June 28th, 2002, 02:05 PM

tesco samoa tesco samoa is offline
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Default Re: Component modding tool. Get it here.

I am currently building one. A tech- grid mod.
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  #6  
Old June 28th, 2002, 04:44 PM

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Default Re: Component modding tool. Get it here.

About the tech tree, if you look only at the tech areas, it is very flat, only about 3 levels deep, however if you look at the techlevels, it's very deep, but very little branching, escpecially at the weapon techs.

Shield Damaging Weapons was the "deepest" tech area, it requires Shields, which requires Physics IIRC.
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  #7  
Old June 28th, 2002, 08:20 PM

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Default Re: Component modding tool. Get it here.

"No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree"

I tried, it ended messily. Any questions?
(though I suppose the multi-warhead missiles is what REALLY killed it)

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