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December 17th, 2002, 01:48 PM
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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 President Elect Shang:
I just posted something on another thread about the SEModder too. My question is are you going to develop an updated Version, 1.60 has been out for some time and was it ever designed to work with gold? I had to stop using it becouse of the number of crashes and errors it kept having when I was working on my Personal Mod.
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Yes it should work with Gold. Actaully I only test it with Gold. I do have a minor upgrade that is almost ready. But I don't think it will solve you problem as I havn't heard anything about a serious problem with crashes and errors. Can you give me some details?
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December 17th, 2002, 01:51 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Lemmy:
David, would it be possible for you to include a view like in my techviewer (see screenshot/source code below) in your program?
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I guess anything is possible. Looks like a lot of work though. I'll have to give it some thought.
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December 17th, 2002, 05:33 PM
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Private
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?
__________________
-Dan
L++++ GdY $!+ Fr- C--- SdP T!- Sf A M++ Mp! RNSP Pw? Fq Nd Rp G++++ AuO
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December 17th, 2002, 06:20 PM
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National Security Advisor
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Dan C.:
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?
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It's a hardcoded limit.
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December 18th, 2002, 12:36 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Dan C.:
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?
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Ooops sory forgot to respond to your earlier message. Yea it is hardcoded and no there is no reason for it. ( I don't think SE4 has a limit here) Just seemed reasonable when I fist did it. Since it is obviously too low I've bumped it up to 50 for the next Version. I could probably make it unlimited but that's a lot more work.
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December 18th, 2002, 12:42 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Is anybody else having serious problems with error Messages and crashes like Shang? If I get some details I may be able to fix them.
P.S. I know ver 1.6 introduced a bug were if you open a new mod the se4modder screen would go all black. Closing and reopening the program lets you view the mod)
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December 20th, 2002, 02:45 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Bump.
So anybody else having major crashing problems?? I'd really like to fix this if it is common.
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