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  #1  
Old March 3rd, 2001, 03:27 PM

Zeno42 Zeno42 is offline
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Default Component Modder Feature Update

Hey All,

I just uploaded another Component Modder update into the Mods Forum. This Version (for once) is a feature update (see below) rather than a bug fix. Next in the queue is linking to the TechArea.txt file to determine allowable techs for tech requirements (possibly leading to a Tech Type modder).

In other news, my Sector Type modder will probably debut within the next few days.

Enjoy,
--Zeno

Component Modder v 1.0.7
----------------------------------

Now displays Component Pictures (requires you to identify the SEIV directory by selecting "Set SEIV directory" from the File menu and then browsing to *any file* in your local SEIV directory - otherwise all pictures will display as File not Found).

Now displays and plays Weapon Sound files (Play only works after the SEIV directory has been identified as above).

Reorganized interface a bit.

Changed entry cursor.

Holding down Up/Down key now quickly scrolls through components.



[This message has been edited by Zeno42 (edited 03 March 2001).]
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  #2  
Old March 3rd, 2001, 04:07 PM

Tenryu Tenryu is offline
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Default Re: Component Modder Feature Update

Nice Zeno! Sounds great. Thanks, again.
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  #3  
Old March 3rd, 2001, 04:44 PM
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Default Re: Component Modder Feature Update

If I had 2 wishes for a program, I would like to have:
1.) A program to make a research file, where I can move the techs around and my current researched tech level for ech tech area is shown.

2.) A program to make a vehicle_construct.txt, where I can move my queues entries around.

Ah, that would be cool.

But nevertheless, nice work so far.
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  #4  
Old March 3rd, 2001, 05:09 PM

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Default Re: Component Modder Feature Update

Mephisto Wrote

>If I had 2 wishes for a program, I would
>like to have:

> 1.) A program to make a research file,
> where I can move the techs around and my
> current researched tech level for ech tech
> area is shown.

Not sure I follow. Do you mean a program to analyze a savegame file and display the currently researched levels in all tech areas? Doesn't sound too hard in theory - save that I've yet to make any attempt to decipher the savegame format.


>2.) A program to make a vehicle_construct.txt,
> where I can move my queues entries around.

You are talking about operating on the vehicle design list in a savegame here??
I'd have to look into it.

Hm. Any idea if there is a readme or FAQ on the savegame file structure somewhere??

--Zeno
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Old March 3rd, 2001, 07:14 PM
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Default Re: Component Modder Feature Update

Zeno, great stuff, keep up the good work.
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  #6  
Old March 4th, 2001, 12:40 AM
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Default Re: Component Modder Feature Update

Zeno,

Mephisto is one of our Paramount Grand Master AI race creators. Thus, you need to interpret his post in light of the AI files he is creating such as:

se4\ModPack\pictures\races\earthAlliance\EarthAlli ance_AI_Research.Txt
and
se4\ModPack\pictures\races\earthAlliance\EarthAlli ance_AI_ConstructionVehicles.Txt

I am quite impressed with your program, Zeno, and hope you create a few more for us. But... I hope you do *NOT* ever figure out the savegame format... I don't think I would want to play a multiplayer game if someone figured out how to modify that...
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  #7  
Old March 4th, 2001, 01:55 AM

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Default Re: Component Modder Feature Update

D'accord,

The research file looks pretty simple and straightforward. I could probably knock out a utility for it pretty easily. The Vehicle Construct file would involve a somewhat more complex data structure, and I'd have to get more familiar with the file structure to see what all the options are, but it looks eminently doable.

And I promise not to look too closely at the savegame files...;>

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  #8  
Old March 4th, 2001, 01:42 PM
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Default Re: Component Modder Feature Update

Thanks Raynor, he just knows what I want to say.

First, the AI_research file:
Every turn the AI will examine every line in the research.txt from top to bottom. If the tech is already researched or not available then it will skip this line and proceed. If a tech is not yet researched and available to be researched then it will be added to the research queue until it is full (4 techs).

A program could help me with creating a AI_Research.txt in 4 ways:
1.) I want to drag and drop a research line where I want it (lower or higher in the list) without the risk of to much space between the lines (the Ai stops if it ever found to space beneath one another).
2.) The program should keep track of what level of each tech area I already ordered for research so I don�t put a lesser tech call down the list where a higher tech call is already higher in the list.
3.) At the end filling the bottom of the list with tech not already researched (no need to waste RPs even so you don�t need this or that tech for your race).
4.) As a bonbon the program could warn me if a tech is not available yet for research (researching phased polaron beams but not yet researched physics 2)

Second, AI_ConstructionVehicles.txt:
A program could help me with creating a AI_ConstructionVehicles.txt this way:
Most important is drag and drop and inserting a build call. When you want to insert a line in position 14 of a 30 position list (so you will have 31 positions in fact) then you have to renumber all following build calls. If the program would allow me to insert a build call and renumbers the following calls accordingly that would be a great help (and would save me a lot of time). :-)

Ok, I hope I�m much better to understand now.
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  #9  
Old March 4th, 2001, 05:00 PM

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Default Re: Component Modder Feature Update

Mephisto,

Check the Mods Forum. It doesn't yet do everything you just asked for - I'm not quite sure what you mean by (3), and your "bonbon" will have to wait until I put together parser code for TechArea.txt - but it should be a decent first cut.

Enjoy,
--Zeno42

[This message has been edited by Zeno42 (edited 04 March 2001).]
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  #10  
Old March 4th, 2001, 09:12 PM
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Default Re: Component Modder Feature Update

Zeno, I have found a bug in your component modder 1.0.8 Version.
When you remove an item, all of the following seeker components will start loosing their seeker speed and seeker resistance statistics.
Example: If you remove 3 scattering armor and 3 stealth armor components the (6 components altogether), Crystalline Torpedo components will have their seeker speed and seeker resistance at 0 value, while the Energy Dampner II and following components will have seeker speed 4 and seeker resistance 40.

Btw. it is GREAT tool.
I like it so much that I will put you in credits just for providing me this excellent too when I finish my Mega Pack (loads of Star Trek, Star Wars and other tech and components).
I think that combining all those modder tools into one program once they are finished would be a good idea.
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