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  #71  
Old July 20th, 2003, 01:09 AM
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Default Re: SEIV Modding 101: A Tutorial

Finally finished Chapter 16: Abilities of SE4 Modding 101 Tutorial.
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  #72  
Old July 20th, 2003, 01:22 AM

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Default Re: SEIV Modding 101: A Tutorial

Needless to say, this is fine work.
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  #73  
Old October 7th, 2003, 04:29 AM
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Default Re: SEIV Modding 101: A Tutorial

Updated chapters 10 (Events) and 11 (Intel Projects). Added some info about each of the event ability types.

[ October 07, 2003, 03:29: Message edited by: Imperator Fyron ]
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  #74  
Old October 7th, 2003, 05:14 AM
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Default Re: SEIV Modding 101: A Tutorial

This is a detail, but would it be possible to use relative link for the jump inside the document, so that it does not try to reload the whole page when clicking the menu and when saved to a file for offline browsing, the link would still be working?

Very good job.
I ead below a suggestion to do the same for AI modding That would be heaven... (or hell for you...)

2 details:
+ the first line of event chapter is wrong (I think).
+ Which events can be used as intel is not described

[ October 07, 2003, 04:19: Message edited by: StarBaseSweeper ]
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  #75  
Old October 7th, 2003, 05:21 AM
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Default Re: SEIV Modding 101: A Tutorial

They are relative links. I will look into it. I need to update the PDF Version at some point, but I need to figure out a better way to do it...

I could provide a zipped copy of the tutorial so that the internet will not mess with the event lines. It does not load a new page for me when I click on the menu links...

Quote:
Very good job.
Thanks.

Quote:
+ the first line of event chapter is wrong (I think).
What other types of events are there?

Quote:
+ Which event can be used as intel is not described
Well I do not know everything... I think they can all be used as intel projects, but I am not certain. Keep in mind that half of the info is based off of logical assumptions and memory, not meticulous testing.

EDIT:
Quote:
I ead below a suggestion to do the same for AI modding That would be heaven... (or hell for you...)
Hell, especially as I have never done any AI modding before.

[ October 07, 2003, 04:25: Message edited by: Imperator Fyron ]
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  #76  
Old October 7th, 2003, 05:31 AM
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Default Re: SEIV Modding 101: A Tutorial

Wow... Internet Explorer "Save Page As" is evil... if you right click on the tutorial and select View Source, you can then save the file from there and it will maintain all of the original link formatting.
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  #77  
Old October 7th, 2003, 05:51 AM
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Default Re: SEIV Modding 101: A Tutorial

In routine server maintenance, I have moved the location of the SE4 Modding 101 Tutorial files. You can now access them at http://galileo.spaceports.com/~kazharii/modding101/.
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  #78  
Old October 7th, 2003, 08:16 AM
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Default Re: SEIV Modding 101: A Tutorial

What I meant was that the sentence:
"Events are defined in Events.txt. There isn't much to them. All the possible types of events are:" is following by message format. Maybe moving it below, just before you actually give the list of event would be clearer. This is cosmetic though.
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  #79  
Old October 7th, 2003, 11:42 AM
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Default Re: SEIV Modding 101: A Tutorial

Would it be possible to add a chapter about making .emp files? Or is that beyond the scope of the document?
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  #80  
Old October 11th, 2003, 01:51 AM
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Default Re: SEIV Modding 101: A Tutorial

My thanks to you, Imperator Fyron for writting this modding 101 instructions. Kuto, to you and other who help in this worthly project.
Next step, I for me, after reading your modding, is trying to design a mod.

Best Regards
Lighthorse
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