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  #1  
Old December 2nd, 2001, 05:27 AM
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Default Space Empires IV: Modding and other Help Tools/Information

Please move any old content off of the old scenario archive from the home page and put them here as the old archive WILL be going away.

Thanks!

[ September 14, 2003, 13:44: Message edited by: Mephisto ]
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  #2  
Old December 3rd, 2001, 03:03 PM
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Default Re: Space Empires IV: Modding and other Help Tools/Information

Here is a link to an article that I wrote. The objective of the article is to provide a preliminary roadmap for both mod makers and Users.

http://www.cgOnline.com/tips/spaceempir-04-t1.html

[ September 18, 2003, 11:11: Message edited by: Mephisto ]
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  #3  
Old February 20th, 2002, 05:37 AM
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Default Re: Space Empires IV: Modding and other Help Tools/Information

Version 0.90 of the Component Creator is now released. This patch fixes a bug in v0.75 which caused the left/right damage multipliers not to be saved to data files. It also adds new features, including parsing of text files and editing damage at range. See included readme.txt for complete details.

A patch is available for Users of v0.75.

Component Creator v0.90--extract to SE4 directory (will install in its own directory)

v0.75 to v0.90 patch--extract to SE4 directory
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  #4  
Old March 20th, 2002, 01:47 AM
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Default Re: Space Empires IV: Modding and other Help Tools/Information

For those that like to test the AIs (like myself!), I did a program that run SE4 into a batch mode during the turns that the user wants.

Is something big because I have included all the VisualFoxPro's Dlls... but think that could be usefull.

SE4 BATCH

Now MUST donwload the update to the Version 1.1
- No more Delays.
- No more Error Messages (from SE4 when try to run more than oce at the same time).
- Capability create file backups.

BUT because for this Version, I'm using the commands to copy and rename the game save files, the path MUST be with the DOS format, it mean, only 8 characters for every folder!
You don't need to rename your folders... you only need to change the SE4 BATCH and SAVEGAME Path parameters, using the CONFIGURATION button.

If you have installed SE4 inside the standard folder, the path should be:

For the Se4 path:
C:\PROGRA~1\SHRAPN~1\MALFAD~1\SPACEE~1

For the Savegame path:
C:\PROGRA~1\SHRAPN~1\MALFAD~1\SPACEE~1\SAVEGAME

SORRY FOR THE PROBLEMS!

UPDATE VERSION 1.1

This second file only the update. You first need to install the Version 1.0, and later, unzip the second file into the folder were you have installed the SE4BATCH.

[ 23 March 2002: Message edited by: Master Belisarius ]

[ 28 March 2002: Message edited by: Master Belisarius ]

[ 28 March 2002: Message edited by: Master Belisarius ]

[ March 07, 2003, 22:15: Message edited by: Master Belisarius ]
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  #5  
Old May 23rd, 2002, 08:17 PM
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Default Re: Space Empires IV: Modding and other Help Tools/Information

SEIV RACENAME_AI_General.txt file creator ver. 2.0

Download it here.

This utility will create a properly formated AI_General.txt file based on inputs that you give it. It will also check and alert you if you exceed the allowable racial points levels for Option 1, 2, and 3.

Uses Html and javascript. Runs in a browser window. I have verified it works with IE. If you have another browser and can't get it to work, let me know and I'll put something to that effect in the program notes.

Unzip it anywhere and double click on it. It should open in your default browser. You can follow the instructions on screen from there.

Enjoy!

Geoschmo

[ May 24, 2002, 20:27: Message edited by: geoschmo ]
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  #6  
Old May 25th, 2002, 08:45 PM
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Default Re: Space Empires IV: Modding and other Help Tools/Information

Here is the first pass at sets of generic AI construction and research files to assist in the development of new AIs. (For the Generic AI sets thread.)

Crystaline_AI.zip

Religious_AI.zip

Organic_AI.zip
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  #7  
Old May 28th, 2002, 09:19 PM

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Default Re: Space Empires IV: Modding and other Help Tools/Information

[edit] updated : June 3rd, 2002

here's a spin-off program from the techviewer that i'm working on, it attempts to reads the following files from the dir specified in se4tv.ini:
TechArea.txt
Components.txt
Facility.txt
IntelProject.txt
VehicleSize.txt

if an error is found, the program will abort, and generate an error, including at which line the error occured, example of errors are:
extra blank lines
tech req doesn't exist
tech req level is higher than max lvl
num of tech req is negative
and some more...

any bugs/questions can be posted here Tech tree viewer in the works...

the program
SE4Loader.zip
You have to edit se4tv.ini and change the first field (MostRecentlyUsedDir) to your se4 data dir first.

and the source code, if anyone is interested, or in case i accidently delete mine
SE4Loader_src.zip

[ June 03, 2002, 21:49: Message edited by: Lemmy ]
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  #8  
Old July 2nd, 2002, 11:56 AM

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Default Re: Space Empires IV: Modding and other Help Tools/Information

Minor Program update

ADDED - Search function so you can look for a specific component in the list

Code tweaks to improve efficiency, and reduce filesize.

Program size now 108KB unzipped

Gimboid

Component Modding Program Version 0.90
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  #9  
Old July 14th, 2002, 03:57 AM
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Default Re: Space Empires IV: Modding and other Help Tools/Information *DELETED*

Post deleted by Mephisto
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  #10  
Old August 5th, 2002, 06:54 PM

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Default Re: Space Empires IV: Modding and other Help Tools/Information

Here is an Excel Spread sheet I use for modding.

It is a list of all techs and there stats. Please use. Note it is not a glossy product. It is for use when you wish to keep track of your over all tech tree... In a spreadsheet format...

Included in this document is just the 1.67 SEIV Stock ... If your making changes copy the tab and do your changes...That way the stock is there for ref.
Please note that this file is opensource, freesource. You may use it and change it at will with no worries of acknowledgement or anything else. If you see any errors please correct and let me know. Thank you.

1028566219.zip
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