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  #1  
Old February 5th, 2003, 01:56 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Just posted a new Version.

This is a very minor update that I mostly posted because of a bug that would crash the program when looking at a warhead.

Re: Phoenix-D's problem with the "Cannot create directory" I still can't figure out this one. the only think I can suggest would be to create a directory called "Data_Backup" in the mod the program is defualting to.

Updates.
- fixed bug that would cause crash when looking at warhead
- Open comand should work now
- Can add 100 ships to a formation
- Create Family function should put things in correct order in txt file.
- Treeview no longer autocloses as this was causeing clicking on the treeview to jump to somthing other than what you clicked on.

[ February 05, 2003, 12:05: Message edited by: DavidG ]
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Old February 6th, 2003, 03:50 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
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Old February 6th, 2003, 04:41 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by F Te antKe:
DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
Thanks

Comp Family Req = Component Family Requirement: A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount.

This way you can make a mount available for only a specific set of components.
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Old February 7th, 2003, 02:45 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
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Old February 7th, 2003, 07:16 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by DavidG:
So I've been adding support for the Settings.txt file to my program and I thought it would be cool if I can add some kind of automatic function that would create a whole load of population modifiers. The only problem is I can't really think of a function that would do a good job of this. Anyone got any ideas?
Whatever you do, do not use SuicideJunkie's P&N pop modifiers! I hate them!!!

Perhaps something using ln for every 10M?
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Old February 13th, 2003, 01:48 AM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Great program. It's been really useful so far and I've only used it to pick component features and calculate tech costs.

I did find a weird bug though. Military Science isn't being counted in the tech costs. Combat Sensors costs 425000 research to max; ECM is only listed as needing 375000. Torpedos and point-defense weapons are similarly affected, as are the Ship Training and Fleet Training facilities; anything that has military science as a pre-requisite.

As far as I can tell, it is limited to only the mil sci tech area not being counted toward research costs.

Phoenix-D
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Old February 13th, 2003, 02:46 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Huh?? ditto on the wierd. Right you are though PD should cost 55000 to get to level 1 not 5000. Have to look into it

Edit: Aww crap this problem goes much deeper than just Military Science... Doh!

Edit2: Ok got it fixed now. Although I'm really not sure why the error I found didn't bugger up other things. I really should document my code better. Now all I gotta do is finish the other stuff I was working on and post a new Version.

[ February 13, 2003, 02:55: Message edited by: DavidG ]
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