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  #1  
Old January 24th, 2003, 03:38 PM
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Timstone Timstone is offline
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Default Re: To DavidG concerning SE4 Modder

I have a suggestion. I was busy catogorising my components and I was searching which weapon was linked to which weaponfamily. Maybe that's a nice feature to add to the editor. That way you can see which familynumbers are available and which aren't and to which weapon each number has been linked to.
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Old January 25th, 2003, 01:55 AM
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Default Re: To DavidG concerning SE4 Modder

Quote:
Originally posted by Timstone:
I have a suggestion. I was busy catogorising my components and I was searching which weapon was linked to which weaponfamily. Maybe that's a nice feature to add to the editor. That way you can see which familynumbers are available and which aren't and to which weapon each number has been linked to.
Actually I think maybe what you want is already there! Click the File menu, then Print, then Weapon list. This won't actually print right away but will bring up a list in Notepad (or whatever your system default .txt editor is) The list will be organized by Weapon Family.
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Old January 25th, 2003, 02:47 AM
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Default Re: To DavidG concerning SE4 Modder

Would there be anyway to use the modder program to help with a partially done MOD (B5 in mind here?). The major person (Val) seems to be awol

[ January 25, 2003, 00:47: Message edited by: pathfinder ]
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Old January 25th, 2003, 05:56 AM
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Default Re: To DavidG concerning SE4 Modder

Quote:
Originally posted by pathfinder:
Would there be anyway to use the modder program to help with a partially done MOD (B5 in mind here?). The major person (Val) seems to be awol
Well I don't see why not. I know there were bugs in older editions that such that it would not work right with a partialy complete mod. (ie some files were missing) But I think they are gone now. I haven't really done a lot of testing with the program and a partialy done mod but if you have any problems I'd be happy to help and upgrade the program if needed.

Edit: Just downloaded the B5 mod and it loaded OK :-) One thing I like about my program is that the the treeview will often reveal minor errors in the data files such as the wrong Roman Numeral in the Tiny Fussion Engine III :-)

Edit 2: Similarly viewing new mods often reveals bugs in the program such as when double clicking the component pic it loads the components.bmp from the stock files instead of the B5 ones.

[ January 25, 2003, 04:19: Message edited by: DavidG ]
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Old January 27th, 2003, 02:46 AM
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Default Re: To DavidG concerning SE4 Modder

The work I have done so far with you editor (not very much) is working out just fine. I can adjust everything I want. After that I just locate and isolated the stuff I need (the weapons I made). This then can later be copied into the components file.
DavidG: I just examined the sulotion you gave me. That's what I meant! Great work!
Does it matter what family number I punch in?
Example: One specific race has 8 weapons and each weapon has 10 levels. Do I give every weapon it's own familynumber or do I give every weapon and every level each own number? Or do I give weapons with the same tech requirements the same familynumber?

Oh DavidG, the startup of you exelent editor is a bit on the slow side. Is that normal, or is it just me? No offense of course.

[ January 26, 2003, 12:47: Message edited by: Timstone ]
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Old January 26th, 2003, 03:01 PM
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Default Re: To DavidG concerning SE4 Modder

Wow! I'm sooo confused at the moment. Damn! How does it work? I have a weapon. The weapon belongs to a Weapon Family and has a Family number.
Duh... me not so much understaning to well...
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Old January 27th, 2003, 01:55 AM

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Default Re: To DavidG concerning SE4 Modder

"Damn! How does it work? I have a weapon. The weapon belongs to a Weapon Family and has a Family number.
Duh... me not so much understaning to well..."

Weapon family numbers are used to tell the AI which weapon to mount. Family numbers tells the program which component is an upgrade of which.

They aren't related.

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