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June 23rd, 2002, 03:59 PM
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Re: Component modding tool. Get it here.
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.
Also as far as viewing/modifying AI, it would be extremely cool if you would add these features in. What I see is following your tree format here have a tree for all the AI in the current mod and a branch of each AI that has a page that you can view the shipset. Then have the ability to change any of these pics. My suggestion is to have a source folder for pics somewhere and you could dump your images there, then by selecting an image from that folder and saving it the modder would copy that image to the appropriate AI folder and rename it with the appropriate filename. You wouldn't have the giant bitmap with all the ships the way you do with the components, but you could have a scroll bar and click through the options couldn't you?
Geoschmo
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June 23rd, 2002, 04:03 PM
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Lieutenant Colonel
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Re: Component modding tool. Get it here.
Hmm the program will find the files if you have SE4 in a non default directory but I never thought of anyone having multiple installs. hehe I'll see what I can do about that. Once I get the other data files editable I may start to get it working for the AI. But one thing at time :-)
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June 23rd, 2002, 04:04 PM
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Re: Component modding tool. Get it here.
Quote:
Originally posted by DavidG:
Thanks for the feedback
Yea when the program starts any existing component.bak file is overwriten. Your probably write it is too easy to modify the stock files (especially since I know how often people ignore the warning dialog boxes) I'm thinking maybe the simplist solution whould be just to prevent the program from modifying the stock files.?? I kind of like the idea of of openeing up in the base directory (well actually it opens in the previous dir you were viewing) so you could still use it as a just viewer program
P.S. Just want to re-emphasis that I still consider this a beta Version so I would highly advise against modifying any existing mods without backing up the components.txt file
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Good point on being able to view the base directory. So then allowing it to open in the base folder, but not allowing any changes unless you are in a mod folder is a good fix. And this should be true for any base Version. The program should look at the directory and if the data folder is in the same folder with the se4.exe then that should be classified as a base folder and made off limits to changes. That way someone like myself that has several installs of SEIV on my computer will not run the risk of screwing up any of the base installs, only makeing changes to mod folders under them.
Geoschmo
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June 23rd, 2002, 04:05 PM
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Re: Component modding tool. Get it here.
Quote:
Originally posted by DavidG:
Hmm the program will find the files if you have SE4 in a non default directory but I never thought of anyone having multiple installs. hehe I'll see what I can do about that. Once I get the other data files editable I may start to get it working for the AI. But one thing at time :-)
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No problem. You will get very tired of me making suggestions before it's all over I am sure.
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June 23rd, 2002, 06:19 PM
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Re: Component modding tool. Get it here.
Quote:
Originally posted by geoschmo:
No problem. You will get very tired of me making suggestions before it's all over I am sure.
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Hehe Suggest away. Writing this program is more fun than the game. Those damn PBW turns keep showing up and I have to take a break from the program Since I've never done any extensive modding I suspect there are a few features that would be usefull that I'm unaware off. Like I gather it's important for the AI what order the components are in?? There are other things that I'm not sure if the program should error check for. (since I'd like to make it so non experience modder can use) Like what is the 'Weapon Family' for?? It seems to be redundent since there is a 'Family' Category
[ June 23, 2002, 17:20: Message edited by: DavidG ]
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June 23rd, 2002, 07:21 PM
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Re: Component modding tool. Get it here.
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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June 23rd, 2002, 08:08 PM
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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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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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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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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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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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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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