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June 27th, 2002, 05:18 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Component modding tool. Get it here.
Request.
1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 28th, 2002, 03:31 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Component modding tool. Get it here.
Quote:
Originally posted by tesco samoa:
Request.
1. The ability to copy a component as a source for a new component.
2. The ability to add additional levels to Tech Areas and the ability to add new tech Areas
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1. Is actually already there. If you view a component and change it's name it will ask you if you want to edit the old component (ie give it a new name) or save it as a new component
2. Is definatlely in the works.
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June 28th, 2002, 04:01 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: Component modding tool. Get it here.
Quote:
Originally posted by tesco samoa:
I am going to play with it a bit and add a tech tree viewer for it. I will not release it or anything. I will just send the source to you and if you want you can add it to your source.
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Cool! Although I've never really figured out how (or why) one would do a tech tree in SE4. It's just that the tree seems so linear if you know what I mean. as in non-tree like. ie Chemestry leads to Armor which leads to Armor 2. No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree.
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June 28th, 2002, 02:05 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Component modding tool. Get it here.
I am currently building one. A tech- grid mod.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 28th, 2002, 04:44 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: Component modding tool. Get it here.
About the tech tree, if you look only at the tech areas, it is very flat, only about 3 levels deep, however if you look at the techlevels, it's very deep, but very little branching, escpecially at the weapon techs.
Shield Damaging Weapons was the "deepest" tech area, it requires Shields, which requires Physics IIRC.
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June 28th, 2002, 08:20 PM
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National Security Advisor
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Re: Component modding tool. Get it here.
"No branching off. Actually this makes me wonder if anyone has a mod with a more tree-like tech tree"
I tried, it ended messily. Any questions?
(though I suppose the multi-warhead missiles is what REALLY killed it)
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 29th, 2002, 07:51 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Component modding tool. Get it here.
Excellent tool DavidG!!
I do have a request, however. I would like to see the ability to delete a component/facility/etc or family of components/facilities/etc.
Also noticed that to get to "next available" weapon family number, I have to reopen the files. (ie - I give a weapon a new family number with the "next available" button, then move on to another weapon and when I push the "next available" button, it comes up with the same number as the Last one I did, unless I reload the mod. Hope this makes sense.)
[ June 29, 2002, 19:33: Message edited by: Gandalph ]
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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June 30th, 2002, 01:45 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Component modding tool. Get it here.
Quote:
Originally posted by Gandalph:
Excellent tool DavidG!!
I do have a request, however. I would like to see the ability to delete a component/facility/etc or family of components/facilities/etc.
Also noticed that to get to "next available" weapon family number, I have to reopen the files. (ie - I give a weapon a new family number with the "next available" button, then move on to another weapon and when I push the "next available" button, it comes up with the same number as the Last one I did, unless I reload the mod. Hope this makes sense.)
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Thanks. I will add the Delete option to the list of things to add. I know what you mean about the 'next available" button. Will fix that.
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June 30th, 2002, 03:19 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Component modding tool. Get it here.
If anyone is using this mod program I noticed a a bug (one I thought I had fixed. Grrrrr) where it puts and extra blank line in front of a new component.
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July 2nd, 2002, 09:49 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Component modding tool. Get it here.
Thanks for the heads up. I am currently using your tool to create a new mod and so far have found it to be invaluable. It takes far less time to do what is necessary, create a new tech tree and all corresponding components and facilities all in one program without 27 files open at the same time! Keep up the good work! I know you will get this perfected.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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