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  #21  
Old November 14th, 2006, 07:02 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Elsemeravin said:
What I meant is that the Cystallurgy and Cultural studies should be much lower. You can see on the pic that every red line is going very much down, instead of aligning the main tech with the child one.

I'm pretty much done trying to organize the nodes in that graph. I spent a lot of time fiddling with it and finally just decided there really is no good way to programmatically generate a really good tech tree graph. The algorithm it uses now is...good, but not perfect. And that's about as good as it's gonna get unless someone else feels like optimizing it

Quote:

(I do not dare copyig the crash I just met while browsing throught tech pics )

EDIT: finally I dare showing the screen post "crash" when clicking fast on the up/down pic selection button in attachment to this message
Not sure what the picture is showing (besides the interesting folder in your taskbar ) - where's the crash?
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  #22  
Old November 14th, 2006, 07:12 PM

Elsemeravin Elsemeravin is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Devnullicus said:
And that's about as good as it's gonna get unless someone else feels like optimizing it

Not sure I could.
Quote:


Not sure what the picture is showing (besides the interesting folder in your taskbar ) - where's the crash?
Now the pic is clearer (and the folder less )
Attached Images
File Type: jpg 470586-se5_2.JPG (183.9 KB, 157 views)
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  #23  
Old November 14th, 2006, 07:28 PM

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Default Re: Space Empires V Editor 1.2 Released

Get_design_ability_total doesn't work in components.txt, just so you know.

*****ing aside, great work Devnull.
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  #24  
Old November 14th, 2006, 07:39 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Phoenix-D said:
Get_design_ability_total doesn't work in components.txt, just so you know.

I've only added script functions that are currently being used as there isn't a comprehensive list anywhere I've seen of what functions are available, how many arguments they take, etc.

If you are using a function that isn't allowed right now, add it to the SE5Editor/Data/consts.txt file (ScriptFunc1, I believe) and you should be good to go. If you know of a list that I should add, please post it

Quote:

*****ing aside, great work Devnull.
Thank you. I'm enjoying learning C# - it really is a powerful language. I've found a few things I dislike about it so far, but in general, it's an easy-to-use, powerful language that dramatically increases speed of generating new code and features.

I'm just glad my "learning project" can also be useful to others
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  #25  
Old November 14th, 2006, 07:42 PM

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Default Re: Space Empires V Editor 1.2 Released

Quote:
Elsemeravin said:
Quote:
Devnullicus said:
Not sure what the picture is showing (besides the interesting folder in your taskbar ) - where's the crash?
Now the pic is clearer (and the folder less )
No, I saw the red x and all that (I have to admit I'm laughing at your new picture! ), I'm just not sure what it means. You say the program crashed? When it crashed, it drew a red x on the up-down buttons? Did the buttons then stop working? Did the program stop accepting any input? Obviously, it didn't totally crash because you still have a screen up to take a screenshot of...

I'm just trying to understand what the error is.
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  #26  
Old November 14th, 2006, 07:58 PM

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Default Re: Space Empires V Editor 1.2 Released

Quote:
Imperator Fyron said:
Devnullicus said:
that's by design. You need to pick a valid mod directory for the editor to work.


So you have to use task manager to kill the process of the program if you decide to cancel? :-\
Hmmm, well, ok, that sounds extreme. What it seems like it SHOULD do is that when you cancel, it should tell you that "that's a bad thing, bad modder" and then just not show the editor window (i.e. cancel here just cancels the request to bring up the editor window).

I did something similar already if you're setting the mod directory from the menu - it sound like I should add that kind of functionality to the editor window as well.
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  #27  
Old November 14th, 2006, 08:25 PM
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Default Re: Space Empires V Editor 1.2 Released

Quote:
Devnullicus said:
I'm just glad my "learning project" can also be useful to others
We are all glad as well...
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  #28  
Old November 15th, 2006, 01:26 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.2 Released

OK, bugs you've all mentioned so far have been fixed for the next version. Here's the current changelist for 1.3:

Version 1.3
  • Added more script functions
  • Better behavior when cancelling setting of mod directory
  • Added Validate All button to editors
  • Enabled Help Menu item
  • Enabled Tech Tree to be resized better

Currently starting work on the Component Enhancements editor. And since some of you have been wondering what my future plans for the editor are, here's a list, in rough order that I plan to do them. Whether I'll actually have time for all of these or not, I don't know - but these are the files that look like modding them could make the game more interesting.

The items with ? marks next to them are those which I'm unsure of doing or if modding them has any effect in the game.
  • Component Enhancements editor
  • Planet Sizes editor
  • Quadrant Types editor
  • Racial Traits editor
  • Stellar Ability Types ?
  • Stellar Object Types ?
  • System Types editor
  • Vehicle Sizes editor
  • Vehicle Unit Types editor
  • GovernmentTypes editor
  • Intelligence Achievements editor
  • Cultural Achievements editor
  • Formations_Fleet editor
  • Formations_TaskForces editor
  • Strategies editor
  • Ship Experience editor
  • Society Types editor
  • HUDSettings editor ?
  • EventsText editor ?
  • Formulas.txt ?
  • HomeworldStartingFacilities editor
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  #29  
Old November 15th, 2006, 01:36 AM

Phoenix-D Phoenix-D is offline
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Default Re: Space Empires V Editor 1.2 Released

All the ? files have an effect. HUD Settings is rather limited though, EventsText is tied to the events script, and formulas.txt wouldn't benefit much from an editor.

Stellar Ability typ
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  #30  
Old November 15th, 2006, 01:52 AM

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Default Re: Space Empires V Editor 1.2 Released

Why wouldn't formulas.txt benefit? The formulas are definitely referenced in other files. Can you not add more? i.e. have different planet gravity formulas for different planets?
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