|
|
|
|
January 12th, 2003, 11:26 AM
|
Private
|
|
Join Date: Jan 2003
Location: Planet Earth
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
To DavidG concerning SE4 Modder
I've noticed something different with the Version 1.61 compared with Version 1.51.
I've been using Version 1.51 for a while to create my mod. While browsing the forums I found that Version 1.61 is out so I used that instead. Unfortunately, with Version 1.61 I can't seem to give 'ship training' and 'fleet training' ability to my components. I can do that with Version 1.51. I was hoping use that ability to create baseships with the ability to function as a mobile fleet headquarters that can train ships and fleets. I was also planning to use the 'combat modifier - system' ability to create a sort of Admiral's Office to allow combat bonus for all friendly ships in the system. All three abilities does not seem to be available for components but strangely enough they're available for facilities.
I was wondering whether this is a bug and if it is, can you fix it? I guess I can always modify the text file but using your program is MUCH more convenient!
Thanks.
|
January 12th, 2003, 12:47 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: To DavidG concerning SE4 Modder
Maybe these abilities don't work on components in the game, so David changed it so you can't add it to components anymore, since it won't work anyway, like the research point generation on components
__________________
[Boo!]
|
January 12th, 2003, 01:24 PM
|
Private
|
|
Join Date: Jan 2003
Location: Planet Earth
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: To DavidG concerning SE4 Modder
Maybe you're right. Oh well... back to the drawing board I guess. I'll still test it using a text editor though.
|
January 12th, 2003, 01:30 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: To DavidG concerning SE4 Modder
I'm pretty sure SJ is putting training facilities ability on the next Version of P&N PBW. I'm also planning to do it for the AoW mod. (imitation is the best form of flattery, right?) So I'm pretty sure that is works on components...
|
January 12th, 2003, 03:22 PM
|
|
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: To DavidG concerning SE4 Modder
It's not a bug it's a feature. Version 1.60 + uses a modified abilities.txt file (found in the SE4Modder directory) that adds a line spediciying what it can be used for. It's intended to make things easier for rookies. You can turn this feature off by unchecking "Filter Abilities" in the file menu. You will have to then click your mod from the file menu to force the program to reaload the ability lists.
It is also quite likely that my modifiyed abilities txt file has a few errors in it regarding what an ability can be used for. (such as the case you mentioned)
[ January 12, 2003, 13:23: Message edited by: DavidG ]
|
January 12th, 2003, 03:28 PM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: To DavidG concerning SE4 Modder
Ship and fleet training does work on components, I have tested that and considered using it for Devnull Mod. I decided against it.
Instead I made all training facilities system wide, in order to give the AI the ability to train also.
Rollo
[ January 12, 2003, 13:28: Message edited by: Rollo ]
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|