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July 23rd, 2002, 03:02 AM
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Lieutenant Colonel
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SE4 Modder Ver 1.76 (updated for ver 1.91)
Version 1.40 of my modding program is done now.
New features include
- editable Tech Areas
- editable Vehicle sizes
- Components / Facilities and Vehicle Size windows now show their total cost in research points
- more detailed help file (at least for component building) Thanks to Imperator Fyron for letting me use bits of his Modding 101 site for this.
- fixed bug were if a component had 1 or 2 techs required you could not delete them.
- other various bug fixes and enhncements I can't rembember.
As always comments, bug reports, etc are appreciated
[ March 27, 2004, 19:55: Message edited by: DavidG ]
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July 23rd, 2002, 07:10 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown?
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
3) I have some experience with help files.
[ July 23, 2002, 06:11: Message edited by: Elowan ]
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 'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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July 23rd, 2002, 09:53 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Add support for SystemTypes.txt and QuadrantTypes.txt.  I am getting tired of copy-pasting the same long thing 40 times with only slight variations.
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong.  I need to get to removing that...
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July 23rd, 2002, 12:30 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 Elowan:
Nice job. Couple of points:
1) how do you get it to read a different race other than that shown?
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
3) I have some experience with help files.
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1- I assume you mean in the Vehicle Size screen which is the only part of the program that reads the races to display the ship pics?? There is a pulldown list that you can select the races from.
2- As far as I can see it is correctly showing the total cost. Resupply depot costs 50000 because it only needs level 1 tech. Emergency Resupply pod show 150000 at medium level. (50000 for lvl 1 and 100000 for lvl 2)
3- I think my only prob with the help files is using a freebie program with limited abilities to make it and the bordum of writing it.
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July 24th, 2002, 01:06 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 Imperator Fyron:
Oh, and I hope you didn't include the part about setting ship targeting weapons to the Point Defense type, cause I think it is wrong. I need to get to removing that...
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Damn I was looking forward to using that. But yea I just tested in with point-defense DUC's and they did not auto fire on other ships.
Will add SystemTypes.txt to the list of things to do.
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July 23rd, 2002, 05:53 PM
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General
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Elowan:
Nice job. Couple of points:
2) it looks as if it shows the cost to get to the tech step but not the total cost to get there. Am I looking at it wrongly? Case in point: resupply.
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Are you referring to prerequisites? Showing the total cost including prerequisites would be quite a bit more complicated. You cannot just check for immediate prerequisites. You have to sort the whole tech tree and arrange it in order of dependencies, because any tech that is a prerequisite to the current field could also have prerequisites of its own. If he can just show the research costs of the immediately required techs (a component can have more than one of course) that is good enough.
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