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  #1  
Old February 27th, 2003, 10:45 PM

Shadowstar Shadowstar is offline
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Default SE:IV to SE:V - Modding Question

Just out of curiosity, how easy will it be to port mods over from SE:IV to SE:V?

Basically, how much does the data change between the two games and how much of the old data can be imported into SE:V?

The reason I say this is that if SE:V is released before I finish my mod, I'm worried that I'll have to start all over again in order to make use of the new features in SE:V...
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Old February 27th, 2003, 10:49 PM
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Default Re: SE:IV to SE:V - Modding Question

No one can answer this since SEV has not been written. I'd venture to say though that they will be similer enough that the ideas will be usable, but different enough that all the actual files will have to be rewritten.

He has said that Starfury will have some similaraties with SE5, and that mods for SE4 will NOT be usable in Starfury.

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Old February 27th, 2003, 10:55 PM

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Default Re: SE:IV to SE:V - Modding Question

Hmm..

So, if I were to take a component entry from my SEIV mod, and paste it into the components file for SEV, I'd basically have to modify the component a bit before it would work?

Of course, I realize we can't know for sure at this point, but it would be nice to have some idea how it will work anyway.
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Old February 27th, 2003, 11:17 PM
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Default Re: SE:IV to SE:V - Modding Question

Pretty much what I am saying is if your mod has a super special ShadowStar Ion cannon that you really like, you could mod the same weapon that into the new game too, but you aren't gonna be able to just cut and paste the text frmo the components file. There may not even be a components file. It could be something different. And the format of the files is likely to be entirely different internally.

Of course this is all conjecture. I don't know anything.

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Old February 28th, 2003, 02:50 AM
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Default Re: SE:IV to SE:V - Modding Question

I am willing to bet that the text file-based system of SE4 will continue into SE5. I doubt MM will pull a Firaxis over our eyes and make modding the game needlessly complicated with some obtuse scenario editor.
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Old February 28th, 2003, 11:48 PM
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Default Re: SE:IV to SE:V - Modding Question

Personally, I'm hoping for CSV tables - sure, they're harder to read than SE4's data files, but they can be read into and exported from any spreadsheet or database application, allowing for easier data editing. (Not to mention it would save on all the repetititions of "Component X Ability Y Spec Num Amount" and all those field names! )

edit: or, even better (?), a RDL (Rules Description Language) like was planned for Stars! Supernova Genesis - imagine a component entry that looked like this:

Component "AntiProton Beam" // only one entry per component family, individual components generated with formulas
{
Description = "Focused particle beam used as a medium range weapon"
TechRequirements = {"Particle Physics", CompLevel, "Beam Weapons", CompLevel} // requires tech level equal to its Roman numeral in both Particle Physics and Beam Weapons
Picture = "apbeam.bmp"
Levels = 12 // there are 12 levels of APB
Tonnage = 3000 * 0.95 ^ (CompLevel - 1) // starts at 3000 tons and decreases by 5% per level of advancement
Hitpoints = Tonnage // note field referring to other fields!
Cost("Minerals") = 100 * 1.05 ^ (CompLevel - 1) // increases 5% per level
Cost("Organics") = 0
Cost("Radioactives") = 100 * 1.20 ^ (CompLevel - 1) // increases 20% per level
VechicleTypes = {"Ship", "Base", "Satellite", "Drone", "Weapons Platform"}
SuppliesUsed = 15 * 1.05 ^ (CompLevel - 1)
MaxPerVehicle = Infinity
CustomGroup = 0 // gotta be useful for something!
Abilities = {}
WeaponType = "Direct Fire"
WeaponTarget = {"Ship", "Base", "Planet", "Fighter", "Satellite", "Drone"}
WeaponDmgToShields = 0.5 // only half as effective against shields
// variables used in calculating damage
dim Dissipation = 5
WeaponDamage = (30 - Dissipation * 0.95 ^ CompLevel) * 1.1 ^ CompLevel // damage goes up 10% per level and dissipation goes down 5%
WeaponRange = MaximumRange() // game figures out maximum range based on damage function
WeaponDmgToArmor = 1.0
WeaponDmgToComponents = 1.0
WeaponDmgToCustomGroups = {1.0, 1.0, 1.0, 0.5, 1.0} // aha! certain weapons do more/less damage to certain custom Groups! knew it was good for something!


oh well, I think you get the idea! you can see I'm carrying this a bit too far, ni?

[ February 28, 2003, 22:21: Message edited by: Ed Kolis ]
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Old February 28th, 2003, 11:54 PM
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Default Re: SE:IV to SE:V - Modding Question

Not everyone has access to such programs. Everyone can edit text files. So, text files would be better.
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Old February 28th, 2003, 11:54 PM

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Default Re: SE:IV to SE:V - Modding Question

If the game data isn't too different, someone could always make a program to convert all the mods to the SEV format.
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Old March 1st, 2003, 12:22 AM
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Default Re: SE:IV to SE:V - Modding Question

Quote:
Originally posted by Imperator Fyron:
Not everyone has access to such programs. Everyone can edit text files. So, text files would be better.
What, when you bought your PC, it didn't come with "Microsoft Works" (a dumbed down Version of Office)?
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Old March 1st, 2003, 05:11 AM
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Default Re: SE:IV to SE:V - Modding Question

Quote:
Originally posted by Imperator Fyron:
I am willing to bet that the text file-based system of SE4 will continue into SE5. I doubt MM will pull a Firaxis over our eyes and make modding the game needlessly complicated with some obtuse scenario editor.
But you would agree that even the most obtuse SEIV scenario editor will be VERY welcome !
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