.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 December 23rd, 2002, 02:10 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 Timstone:
1) How can I change the input files (component.txt, facilities.txt, etc...)?
2) I want to start a brand new mod. I want to create EVERYTHING from scratch. So I don't want anything to be copied from the previous mod I used. How do I do that?

EVERYTHING??! Do you realy meant that? Even like SystemTypes? I'll Assume maybe you want to start with a bland. Components, Facilities, TechArea and Vehicle file. Do do this I'd suggest you use the "Ceate New Mod" option and then edit the files in a txt editor (ie pick them from the 'Source Files' menu And then delete everything in beteen the *BEGIN* and *END* ie It will look like this:

================
*BEGIN*
================

================
*END*
================

To refresh the Treeview click your mod name from the file menu. And now for the MOST IMPORTANT PART: Use Version 1.61 of the program which I plan on posting latter today. (1.60 craps out with a total empty file)
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #2  
Old December 22nd, 2002, 03:26 PM
Timstone's Avatar

Timstone Timstone is offline
Brigadier General
 
Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
Timstone is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Haha... no not everything. I just want to add a few weapons and buildings to the B5Mod. But I don't want them incorporated in the mod yet. They have to be approved by Val. So, I want to makeonly those weapons, but nothing else.
Wow, Version .61, I'm waiting. Thanks for the swift answer.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2

Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
Reply With Quote
  #3  
Old December 22nd, 2002, 06:18 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)

Version 1.61 now posted.

This a a fairly minor update. Features/fixes as follows:

- Ability to make printouts (see Combat Squirrel suggestion below.
- Finally did the reorder components and facilities bit.
- Added some info to the Weapons damage page as per suggestin from Pablo. I'll let hime explains as I'm not really sure what you'd use this info for: " Add "value at range" boxes below each weapon's "damage at range" boxes (value = Damage/(reload*Weight)). And you can also add "Alpha Strike at range" (AS= Damage/Weight). This is A MUST for weapon balancing."
- Made some fixes so Treeview better reflects the families in the data files (ie Families like armour and multiplex traking and the unusual ones in Poportions will now be grouped together)
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #4  
Old December 23rd, 2002, 05:05 PM
Timstone's Avatar

Timstone Timstone is offline
Brigadier General
 
Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
Timstone is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I put it through it's paces, and it is beautifull! It works like a charm.
DavidG, thanks for the help on the other questions. I figured them out.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2

Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
Reply With Quote
  #5  
Old December 24th, 2002, 09:11 PM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Very sweet, the program has come a long way since the first edition!

The damage ratio is useful because it tells you how many damage points the weapon will punch out each turn per kT of space it takes up on your ship. (the calculation takes the reload time into consideration so the damage/kT is reported as if the weapon fires every turn)

The Alpha (First) strike value is useful because it tells you the ratio of damage done by the weapon on the first round of combat*. This is cool, because some weapons have a long reload time.. so their damage ratio as calculated above might suck. HOWEVER if the first strike value is really high, you can cripple your opponent on the first volly, and then the second, third and even fourth rounds cease to be a concern 'cause the other guy is either dead or close to it!

These two values are very important (IMHO) for making sure the weapons are balanced.

EDIT: Just one thing that I noticed when using the modder. When more than 4 abilities are attached to a component or facility, there is no scroll bar to allow you to look at the additional abilities. This is of course most important when lookin and editing things like the B5 mod, where some facilities have 7+ abilities.

EDIT #2: Is it now possible to define what ship type will be found in a specific location within a fleet formation?!!?

Edit #3: Oh, and I think that the program reports the ability 'star unstable' as armor. Would it be possible to change this, as many mods use this non-sense place holder for descriptions, etc.

* well it's not just the first round of combat, but every round that the weapon fires. I just said first round for the sake of simplicity.

[ December 24, 2002, 20:06: Message edited by: jimbob ]
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #6  
Old December 25th, 2002, 04:51 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

The Formations editor won't add a ship 99 or 100.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old December 25th, 2002, 07:28 AM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Man, I really ought to get around to switching to the new Version....
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
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 03:54 AM.


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