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  #1  
Old June 23rd, 2002, 02:46 PM
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Default Re: Component modding tool. Get it here.

You can edit the abilities file, but it has no effect on the actual abilities. Abilities are hardcoded and cannot be created or changed except by Malfador.

In fact the abilities file is only a help file for modders. There are some abilities that are not listed there, and some that don't even do anything.

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Old June 23rd, 2002, 03:19 PM
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Default Re: Component modding tool. Get it here.

I am giddy. I am positivly estatic! This is so exactly what I had pictured in my mind for an editor, I can't believe it.

I LOVE the ability to look at the giant components bitmap and slecet which one I want right from there. I have been asking for a program that would let me do that for as long as I have been doing mods. SWEET! I can't wait till you add this ability for facilities.

I love the ability to create an entirely new mod on the fly and have it copy all the exsisting data files over. Very nice.

A couple of points.

The program is just a litte too eager to rewrite the files in the stock data folder. Yes it backs them up, but it would be very easy to fumble finger and restart the program a couple of times and now your stock data files are toast. I would encourage you to "idiot proof" this a bit, and instead of opening into the sotck files, have it open into a vannila mod of some kind that is a copy of the stock files. I would also have it not rewrite the stock data files until after prompting you three times and backing up the file twice.

For that matter, it would be fairly easy it appears to screw up a mod by closing the program and reopening it if it rewrites the .bak file every time the program starts. Does it rewrite an exsisting .bak file?

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Old June 23rd, 2002, 03:57 PM
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Default Re: Component modding tool. Get it here.

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

[ June 23, 2002, 14:59: Message edited by: DavidG ]
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Old June 23rd, 2002, 03:59 PM
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Default 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?

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Old June 23rd, 2002, 04:03 PM
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Default 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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Old June 23rd, 2002, 04:04 PM
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Default 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
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.

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Old June 23rd, 2002, 04:05 PM
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Default 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 :-)
No problem. You will get very tired of me making suggestions before it's all over I am sure.
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