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December 23rd, 2002, 02:10 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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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?
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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*
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*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)
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December 22nd, 2002, 03:26 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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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.
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December 22nd, 2002, 06:18 PM
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Lieutenant Colonel
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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)
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December 23rd, 2002, 05:05 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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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
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December 24th, 2002, 09:11 PM
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First Lieutenant
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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 ]
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Take away paradox from the thinker and you have a professor.
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December 25th, 2002, 04:51 AM
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Shrapnel Fanatic
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The Formations editor won't add a ship 99 or 100.
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December 25th, 2002, 07:28 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Man, I really ought to get around to switching to the new Version....
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