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Old January 28th, 2004, 07:32 AM
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Default Krsq\'s Component Modder?

Has anyone seen Krsq's component modding program? The link to it appears to be broken.
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Old January 28th, 2004, 07:34 AM
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Default Re: Krsq\'s Component Modder?

Is it on the Gold CD?
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Old January 28th, 2004, 07:39 AM
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Default Re: Krsq\'s Component Modder?

That appears to be Zeno42's component modder. Have you checked out DavidG's SE4 Modder and SJ's Tech Gridder? The Tech Gridder can make long tech trees of components in a snap, as well as dense grids of techs, where you have 2 or more tech areas to research for an item, and each tech increases one or two stats, so one for better beam damage, one for better range, one for less cost, etc.
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Old January 28th, 2004, 07:47 AM
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Default Re: Krsq\'s Component Modder?

although none of them do what i want.
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Old January 30th, 2004, 01:15 AM
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Default Re: Krsq\'s Component Modder?

I've been using the techgrid program ever since I fugured out how to use it. I'm still not sure what a tech grid is though.
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Old January 30th, 2004, 01:30 AM
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Default Re: Krsq\'s Component Modder?

Quote:
Originally posted by narf poit chez BOOM:
although none of them do what i want.
Which is?
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Old January 30th, 2004, 02:24 AM
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Default Re: Krsq\'s Component Modder?

You have one line of components, but it has multiple tech requirements. Each tech level results in a new component, and each tech level only works on certain aspects of that component. So one tech level could increase cost and the damage done by it if it is a weapon, and the second could decrease the cost and decrease supply usage or some such. It is a grid because you essentially get a table of components that are all Versions of a singular component. So instead of APB I - APB XII, you would have APB Ia, APB Ib, APB Iab, APB IIa, APB IIb, APB IIab, and so on up to APB XIIab. The a's represent the progress from one tech area, and the b's represent progress form the other area. Thus, you get a table, or grid, of components rather than a single line.
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Old January 30th, 2004, 02:47 AM
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Default Re: Krsq\'s Component Modder?

Quote:
Originally posted by DavidG:
quote:
Originally posted by narf poit chez BOOM:
although none of them do what i want.
Which is?
well, percentage increases for the simpler things, percentage increases and percentage additions for the weapons and then it get's really complicated for the resource converter and the recycler.

when i start describing what i want with the weapons, i think only one person said he got it.

basically, weapon x is 100kt and does 100 damage at level 1. at level 2, it's 110 kt and 121 damage, which is 10% more per kt than 1. 3 is 121kt and 145 damage, which is 20% more per kt than 1.

and i'm now adjusting my costs by wether the effect number of whatever it is get's rounded up or down.

i think basically what i what is a spreadsheet mathamatics ability with SE data output.

[ January 30, 2004, 00:48: Message edited by: narf poit chez BOOM ]
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Old January 30th, 2004, 06:02 AM
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Default Re: Krsq\'s Component Modder?

Such as my tech gridder perhaps?

Works fine even if you only want a one dimensional tech branch.

It even has nifty little preview windows so you can see how the values will rise, fall, or give diminishing returns right away.

http://imagemodserver.mine.nu/miscel...eta%200-50.zip
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Old January 30th, 2004, 07:19 AM
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Default Re: Krsq\'s Component Modder?

it can't do my weapons, armor or sheilds, it can't do anything more complex than my weapons, of which i have a few and it can't change costs according to changes made by rounding.

all in all, it needs a help file.

someone needs to make a spreadsheet that can output to a prearranged text file. my perfectionism demands it!

[ January 30, 2004, 05:25: Message edited by: narf poit chez BOOM ]
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