.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old January 12th, 2003, 11:26 AM

Ki Lasre Ki Lasre is offline
Private
 
Join Date: Jan 2003
Location: Planet Earth
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Ki Lasre is on a distinguished road
Default 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.
Reply With Quote
  #2  
Old January 12th, 2003, 12:47 PM

Lemmy Lemmy is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
Lemmy is on a distinguished road
Default 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!]
Reply With Quote
  #3  
Old January 12th, 2003, 01:24 PM

Ki Lasre Ki Lasre is offline
Private
 
Join Date: Jan 2003
Location: Planet Earth
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Ki Lasre is on a distinguished road
Default 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.
Reply With Quote
  #4  
Old January 12th, 2003, 01:30 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default 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...
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #5  
Old January 12th, 2003, 03:22 PM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default 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 ]
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #6  
Old January 12th, 2003, 03:28 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default 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 ]
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #7  
Old January 24th, 2003, 03:38 PM
Timstone's Avatar

Timstone Timstone is offline
Brigadier General
 
Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
Thanked 2 Times in 2 Posts
Timstone is on a distinguished road
Default Re: To DavidG concerning SE4 Modder

I have a suggestion. I was busy catogorising my components and I was searching which weapon was linked to which weaponfamily. Maybe that's a nice feature to add to the editor. That way you can see which familynumbers are available and which aren't and to which weapon each number has been linked to.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2

Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
Reply With Quote
  #8  
Old January 25th, 2003, 01:55 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: To DavidG concerning SE4 Modder

Quote:
Originally posted by Timstone:
I have a suggestion. I was busy catogorising my components and I was searching which weapon was linked to which weaponfamily. Maybe that's a nice feature to add to the editor. That way you can see which familynumbers are available and which aren't and to which weapon each number has been linked to.
Actually I think maybe what you want is already there! Click the File menu, then Print, then Weapon list. This won't actually print right away but will bring up a list in Notepad (or whatever your system default .txt editor is) The list will be organized by Weapon Family.
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
  #9  
Old January 25th, 2003, 02:47 AM
pathfinder's Avatar

pathfinder pathfinder is offline
Major General
 
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
pathfinder is on a distinguished road
Default Re: To DavidG concerning SE4 Modder

Would there be anyway to use the modder program to help with a partially done MOD (B5 in mind here?). The major person (Val) seems to be awol

[ January 25, 2003, 00:47: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
Reply With Quote
  #10  
Old January 25th, 2003, 05:56 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: To DavidG concerning SE4 Modder

Quote:
Originally posted by pathfinder:
Would there be anyway to use the modder program to help with a partially done MOD (B5 in mind here?). The major person (Val) seems to be awol
Well I don't see why not. I know there were bugs in older editions that such that it would not work right with a partialy complete mod. (ie some files were missing) But I think they are gone now. I haven't really done a lot of testing with the program and a partialy done mod but if you have any problems I'd be happy to help and upgrade the program if needed.

Edit: Just downloaded the B5 mod and it loaded OK :-) One thing I like about my program is that the the treeview will often reveal minor errors in the data files such as the wrong Roman Numeral in the Tiny Fussion Engine III :-)

Edit 2: Similarly viewing new mods often reveals bugs in the program such as when double clicking the component pic it loads the components.bmp from the stock files instead of the B5 ones.

[ January 25, 2003, 04:19: Message edited by: DavidG ]
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.