.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 2nd, 2002, 03:11 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Nebraskan:
DavidG, I'm sorry, I think I found another slight problem. Please don't yell at me.

Harold
No worries. I like solving problems. means people are using the program

The problem with the systems was it wasn't saving the Y coord at all. in the txt File it would read "Coord 1" Since this is invalid I guess SE4 didn't know where to put the sun so put it in the corner. I've fixed this and I'll look at the other thing and post a fix soon.
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #2  
Old September 2nd, 2002, 08:00 PM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Uploaded a Version that fixes the bugs mentioned by Nebraskan. As far as the Create Family goes it currently works like this:

A damage at range of:
60 60 60 60 60 60 60
using Nebraskan's example will in Level 2 become:
75 75 75 75 75 75 75 60

Various weapons differ in what the damage of the extendeded range slots are. I may add some more options in the future but for now a little tweeking of the new componets may be needed after you use the Create Family command.
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #3  
Old September 5th, 2002, 04:15 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

New Version now with Formation Editor! Yes now you too can taunt your foe by arranging your ships into rude words.

Ships (up to 99) can by positioned by dragging and dropping. To delete a ship select it (selected ship turns red) and hit delete button.

Currently the 'Design Type' field is set as 'Any' for all ships mostly becuase I don't know what the vailid values are. so if someone can tell me I'll see if I can add that.

[ September 05, 2002, 03:17: Message edited by: DavidG ]
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #4  
Old September 5th, 2002, 04:44 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Currently the 'Design Type' field is set as 'Any'
AFAIK, design types would correspond to the AI_DesignCreation.txt files. Although you could probably put in any vehicle type there (useful for modders who create unique formations for their race), it would probably be best to stick to the default types. Also, the game seems to accept comma-delimited lists of types (see Dark Wing formation in TDM-modpack for example). Maybe a list box with toggle-able items would work here.
Quote:
P.S.S. Any VB programers know if VB has a limit of the number of controls you can have in an app?
According to VB6 Professional Edition, limits are:
- 32,000 unique identifiers (anything named)
- no limit on objects in a project
- non-graphical controls (all but label, line, image, and shape) limited by available system resources
- 254 control names per form
- control array indexes 0 through 32767 (counts as a single control name)
- 25 levels of nested controls (frames in frames in frames...)

The biggest hurdle seems to be the control names per form, unless you like piling everything into control arrays with lots of Select Case statements.

[ September 05, 2002, 03:51: Message edited by: Krsqk ]
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #5  
Old September 5th, 2002, 04:58 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by DavidG:
New Version now with Formation Editor! Yes now you too can taunt your foe by arranging your ships into rude words.

Ships (up to 99) can by positioned by dragging and dropping. To delete a ship select it (selected ship turns red) and hit delete button.

Currently the 'Design Type' field is set as 'Any' for all ships mostly becuase I don't know what the vailid values are. so if someone can tell me I'll see if I can add that.
The design type can be any text string, as far as I know. But you're probably best off sticking with the default types that the AI recognizes, as Krsqk said. Attack Ship, Defense Ship, Attack Base(ship), Troop Transport, etc.

I'll have to try this out now. Oh, and one annoying thing about the default behavior of the modder: Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory? I like to be able to zip up my data files into a neat package but I have to delete or move all those backups if I use this modder. If it would keep them in another location this owuld be much more convenient.

[ September 05, 2002, 03:59: Message edited by: Baron Munchausen ]
Reply With Quote
  #6  
Old September 6th, 2002, 01:07 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Baron Munchausen:
Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory?
hehe no reason other than I never realized it was a problem before. I guess I could make a "data_backup" directory under the mod directory and put them in there. Thanks for the feedback.

Thanks for the info Krsqk!!
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #7  
Old September 6th, 2002, 12:49 PM
Nebraskan's Avatar

Nebraskan Nebraskan is offline
Corporal
 
Join Date: Jan 2002
Location: Lincoln, Nebraska USA
Posts: 61
Thanks: 0
Thanked 0 Times in 0 Posts
Nebraskan is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG, Sorry false alarm.

[ September 06, 2002, 18:36: Message edited by: Nebraskan ]
__________________
Nebraskan
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:00 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.