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  #1  
Old November 25th, 2006, 07:00 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

ok, I've updated the editor to correct a few mistakes and give more info about the tech tree (i.e. what components, etc each tech area unlocks).

You can get version 1.4.1 at the usual place: http://www.devnullsoftware.com/se5
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  #2  
Old November 25th, 2006, 09:07 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.4 Released

I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ?
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  #3  
Old November 26th, 2006, 02:21 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Quote:
Elsemeravin said:
I still get an erroneous error message as follow:

CG_Claws:
* Illegal Weapon Space Min Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).
* Illegal Weapon Space Max Damage Modifier Formula 'iif([%Range%] <= 10 , 10 + ( 50 * ( Get_Design_Ability_Total("AI Tag 02",1))) , 0)': Invalid parameter count. Function '' requires 1 parameter(s).


But I didn't want to disturb you as you need to focus on work don't you ?
I'm a bit confused by this actually. It's complaining about Get_Design_Ability_Total("AI Tag 02",1) because Get_Design_Ability_Total only takes one argument normally. Does the game accept that function with 2 arguments?

Of course, the error should also say that more clearly, but for some reason it's output'ing a blank for the function name.

As for me focusing on work, well, it's a 4 day weekend I've been working on a mod for SE5 most of the weekend and that's why I fixed the errors I did
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  #4  
Old November 26th, 2006, 02:29 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Hmm, I take that back. Apparently, it does take 2 arguments, but I have no idea what the second argument is supposed to do. Sure would be nice to have a modder's manual that explained some of this. :/
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  #5  
Old November 26th, 2006, 06:08 AM

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Default Re: Space Empires V Editor 1.4 Released

The second argument is to choose which of the amount you consider.
The best would be to be able to set the number of argument where you define the liste of available funtions (const.txt)

The message you write is very clear, just the error is wrong.
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  #6  
Old December 1st, 2006, 02:56 AM

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Default Re: Space Empires V Editor 1.4 Released

A few more bugfixes done.

Version 1.4.3
  • Added more formula-types to weapon comparison viewer
  • Fixed calculation for research cost in weapon comparison viewer
  • Fixed potential crash bug in weapon comparison viewer when component editor is also opened

Version 1.4.2
  • Got rid of duplicate entries in most comboboxes for facilties, components, etc.
  • Get_Design_Ability_Total changed to accept 2 arguments instead of 1
  • Fixed bug that wouldn't allow you to change Seeker Turn Rate to a non-integer value

Version 1.4.1
  • Fixed bug where component editor would use reload formula MS for seeker weapon speed (doh, stupid cut-n-paste errors!)
  • Tech Tree Viewer now shows tech information when you click on a node
  • Tech Tree file dump now shows components, enhancements, and vehicle sizes that are unlocked with each tech area.
  • Numeric inputs handle LostFocus better
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  #7  
Old December 22nd, 2006, 02:40 PM

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Default Re: Space Empires V Editor 1.4 Released

Hi Devnull,

Hope things are well.

Just curious as to your progress in adding SystemTypes.txt to your editor.

I'm anxious to start generating maps with more interesting solar systems.

Thanx,
skigrinder
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  #8  
Old December 22nd, 2006, 02:57 PM
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Default Re: Space Empires V Editor 1.4 Released

What's stopping you?

Just fire up notepad, and have at it
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  #9  
Old December 22nd, 2006, 03:02 PM
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Default Re: Space Empires V Editor 1.4 Released

What needs to be modified to get new planets and systems to work? I have added then both and when I go to generate a new game SE5 is crashing, when I generate a new map from the start-up screen not all the warp points are connecting. Can you list all the files that have to be modified?
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  #10  
Old December 22nd, 2006, 03:56 PM
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Default Re: Space Empires V Editor 1.4 Released

It's not as if the files are complex enough to require an editor...

Shang:
You should probably try testing them separately. Adding new systems only requires editing SystemTypes.txt and QuadrantTypes.txt.
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