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  #41  
Old August 25th, 2007, 06:25 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: Space Empires V Editor 1.4 Released

Great news. 1.4 still seems to be fully compatible with the latest versions of SE V, though, so I wonder what you're changing. I used it to build the DJAS mod.
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  #42  
Old August 25th, 2007, 07:39 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Mainly, I'm just adding more features. I've got a Damage Types Editor now and am considering a script editor because I'm getting really tired of the idiotic AI. I've been avoiding modifying the AI scripts because I knew it would become a huge time sink for me, but at this point, I don't see a way to make the game fun to play without making the AI reasonable. And I really want this game to be fun.
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  #43  
Old August 25th, 2007, 07:44 PM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

And yes, DevnullMod is using BM Mod 1.09 as a base (though the components, tech areas, and facilties have been almost completely revamped and used BM Mod 0.99 as the base. I've been applying changes selectively from later BM Mod versions in those areas).
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  #44  
Old August 25th, 2007, 09:04 PM
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Fyron Fyron is offline
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Default Re: Space Empires V Editor 1.4 Released

What would the script editor do? Provide syntax highlighting and possibly intellisense-type language completion? Its not like the data files that actually have a fairly fixed format. You can define whatever functions you want in the scripts, as well as completely change how any stock function works (or even remove some and rewrite stuff how you like).
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  #45  
Old August 26th, 2007, 12:32 AM

Devnullicus Devnullicus is offline
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Default Re: Space Empires V Editor 1.4 Released

Not so worried about syntax highlighting (though that would probably be nice), but I'm just too used to Visual Studio's ability to keep track of methods. I want a dropdown to show me what methods are in a file and take me to it quickly. Hunting for a method is annoying.
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  #46  
Old August 26th, 2007, 03:51 AM
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Default Re: Space Empires V Editor 1.4 Released

That might not look very pretty with the crazy SE5 scripts. Look at the Events source, for example: 43 functions! Combine it with Aaron's tendency towards overkill with function names: Execute_Event_Planet_Population_Happiness_Change

If you happen to need a list of the scripting language's built in functions, you could probably save some time with this syntax file I made up a bit ago. It has all of the functions from the scripting pdf file in it, as of June.
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  #47  
Old August 26th, 2007, 03:57 AM

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Default Re: Space Empires V Editor 1.4 Released

I have a plan I'm testing it now, but so far it's looking good. I'm organizing the scripts in a tree structure and you can open up the elements in the tree (i.e. the files) and see a list of alphabetized functions. Click on one and it opens the file at that line number. In addition, the editor will open the file in a tab rather than only being able to have one at a time open. So far, it's been easier than I thought to set up. Sometimes I love C#
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  #48  
Old August 26th, 2007, 03:58 AM
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Default Re: Space Empires V Editor 1.4 Released

I performed a silent edit on my post a few minutes after making it, adding a second paragraph. Hopefully you didn't miss it.
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  #49  
Old August 26th, 2007, 04:21 AM

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Default Re: Space Empires V Editor 1.4 Released

I did miss it actually - thanks. What are you using the file for, just out of curiousity? Also, why not put it into a .ini format or XML instead of that format? Seems like it would be easy to put it into a more standardized format and then be able to use some standardized reading algorithm.
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  #50  
Old August 26th, 2007, 05:13 AM
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Default Re: Space Empires V Editor 1.4 Released

Its a language syntax file for editplus. Its kind of an ugly format, but its what I have to work with. If someone wants to rework it into a more generalized format, I can post that on the site too.
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