View Full Version : Space Empires IV: Modding and other Help Tools/Information
Richard
December 2nd, 2001, 05:27 AM
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 ]
Tampa_Gamer
December 3rd, 2001, 03:03 PM
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 ]
Krsqk
February 20th, 2002, 05:37 AM
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 (http://forum.shrapnelgames.com/newuploads/1014170046.exe)--extract to SE4 directory (will install in its own directory)
v0.75 to v0.90 patch (http://forum.shrapnelgames.com/newuploads/1014167851.exe)--extract to SE4 directory
Master Belisarius
March 20th, 2002, 01:47 AM
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 (http://forum.shrapnelgames.com/newuploads/1016581587.ZIP)
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 (http://forum.shrapnelgames.com/newuploads/1017336891.ZIP)
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 ]
geoschmo
May 23rd, 2002, 08:17 PM
SEIV RACENAME_AI_General.txt file creator ver. 2.0
Download it here. (http://forum.shrapnelgames.com/newuploads/1022268288.zip)
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 ]
Alpha Kodiak
May 25th, 2002, 08:45 PM
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 (http://forum.shrapnelgames.com/newuploads/1022352016.zip)
Religious_AI.zip (http://forum.shrapnelgames.com/newuploads/1022352100.zip)
Organic_AI.zip (http://forum.shrapnelgames.com/newuploads/1022352179.zip)
Lemmy
May 28th, 2002, 09:19 PM
[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... (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=005660)
the program
SE4Loader.zip (http://forum.shrapnelgames.com/newuploads/1023137313.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 http://forum.shrapnelgames.com/images/icons/icon12.gif
SE4Loader_src.zip (http://forum.shrapnelgames.com/newuploads/1023137347.zip)
[ June 03, 2002, 21:49: Message edited by: Lemmy ]
Gimboid
July 2nd, 2002, 11:56 AM
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 (http://forum.shrapnelgames.com/newuploads/1025603735.zip)
DavidG
July 14th, 2002, 03:57 AM
Post deleted by Mephisto
tesco samoa
August 5th, 2002, 06:54 PM
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 (http://forum.shrapnelgames.com/newuploads/1028566219.zip)
Atraikius
August 13th, 2002, 01:28 AM
Updated Version of Generic AI Excel Spreadsheet - fixed a couple of miss-spelling bugs.
inproved the Construct_Vehicle section, added sheet for AI_Speech file (remember those Mad Libs from the 80,s)
1042806417.zip (http://forum.shrapnelgames.com/newuploads/1042806417.zip)
[ January 17, 2003, 12:28: Message edited by: Atraikius ]
Matryx
November 4th, 2002, 11:04 PM
Another Version
This time it now removes the "Flicker Effect" which was driving me amongst others mad.
1036443856.zip (http://forum.shrapnelgames.com/newuploads/1036443856.zip)
mlmbd
November 8th, 2002, 04:12 PM
Post deleted by Mephisto
Atraikius
December 20th, 2002, 01:56 PM
Post deleted by Mephisto
mlmbd
December 23rd, 2002, 08:41 PM
Post deleted by Mephisto
snakeye
May 16th, 2003, 02:17 PM
This is the first Version of a excel spreadsheet that will provide help for bonues structures in a planet and Remote mining suitability indicator. Use are your leisure!
1053087403.zip (http://forum.shrapnelgames.com/newuploads/1053087403.zip)
Krsqk
June 3rd, 2003, 07:20 PM
RenumberData.exe (zipped) (http://forum.shrapnelgames.com/newuploads/1054660738.zip)--This utility (created by ???) will renumber series of data, such as those found in the AI_Construction_Vehicles.txt files. This saves much needless editing and is a big time saver.
deccan
June 5th, 2003, 03:29 PM
Weapons Report for SEIV: Proportions as requested by various people.
1054819708.txt (http://forum.shrapnelgames.com/newuploads/1054819708.txt)
Ed Kolis
June 5th, 2003, 08:25 PM
POV-RAY PLANET GENERATOR
Created by Ed Kolis
koliset@email.uc.edu
http://galileo.spaceports.com/~ekolis
This program generates scene description files for the POV-Ray raytracer that describe planets that can be used in computer games or spacey style art.
NOTES:
To render the images, POV-Ray (freely available at www.povray.org) (http://www.povray.org)) is required.
POV-Ray will complain if it is open when the Render button is clicked; please close POV-Ray before attempting to render anything.
I did intend for the program to be able to run POV-Ray to render the image, but unfortunately I couldn't get it to close POV-Ray when it was done (and only after it was done), which was causing trouble the next time I tried to render an image! So I had to remove anything related to the actual rendering and left that up to the user. (Sorry!)
Also, if you're looking at the source, you might notice none of the classes I created are used at all... well I was GOING to use them, then it got more convenient to just use the values in the controls!
For true atmosphere transparency, not only must opacity be set to 0 but color must be set to white; otherwise, the light seems to get "filtered" by the color of the supposedly transparent atmosphere.
1054837511.zip (http://forum.shrapnelgames.com/newuploads/1054837511.zip)
tesco samoa
June 19th, 2003, 03:19 AM
First Guest on SE4 Topic Modding Guest Fryon
1055985562.txt (http://forum.shrapnelgames.com/newuploads/1055985562.txt)
tesco samoa
July 3rd, 2003, 03:44 AM
Second Guest Speaker on #se4 David G
1057196658.txt (http://forum.shrapnelgames.com/newuploads/1057196658.txt)
deccan
August 2nd, 2003, 12:48 PM
Here's a manually typed SEIV Weapons Report in Excel. I'm sure it must be pretty error-laden though, so watch out. I don't feel up to double-checking everything.
1059821217.zip (http://forum.shrapnelgames.com/newuploads/1059821217.zip)
Ed Kolis
August 31st, 2004, 12:35 AM
obj2suf - converts .OBJ 3D models to .SUF for use with DoGA http://forum.shrapnelgames.com/images/smilies/biggrin.gif
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