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October 11th, 2006, 08:04 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
The flag problem was corrected in a patch after the version 1.00 build.
The modinfo.txt file included with a mod can specify whether the default empires are added or not.
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October 11th, 2006, 08:24 AM
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Colonel
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Re: Modding SEV Thread Questions
What are the minimum files needed for a mod in SE V?
Just the data files?
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October 11th, 2006, 09:41 AM
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National Security Advisor
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Re: Modding SEV Thread Questions
You need a 192x192 image (can just copy the standard one) along with a modinfo.txt file. For the data files, you just need to include the ones you have modified.
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October 11th, 2006, 10:14 AM
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Colonel
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Re: Modding SEV Thread Questions
Excellent, so you can easily create test-Mods, where you only change a few items.
Thank you for you answer Kwok.
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October 11th, 2006, 04:35 PM
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Captain
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Re: Modding SEV Thread Questions
Quote:
Captain Kwok said:
You need a 192x192 image (can just copy the standard one) along with a modinfo.txt file. For the data files, you just need to include the ones you have modified.
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What image? Whats it do?
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October 11th, 2006, 04:40 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
Its just an icon that shows up when picking a game type in the main screen. You don't actually need it- if its not there SEV uses the default icon.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2006, 04:45 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
A few modding tricks:
If you have a lot of components, some of them might be obselete at high tech levels, and unlike SE4 it doesn't seem like you can get rid of them.
But this isn't correct.  All components take formulas for their requirements, and those accept "less than" as an option. So you can make a component that disappears once some research level is reached, and a better replacement becomes available.
Say you want the Cannon to appear from levels 1-5 in Projectile Weapons, where its replaced by the DUC. You'd put this in the requirement field:
(Get_Empire_Tech_Level("Projectile Weapons") >= 1) AND (Get_Empire_Tech_Level("Projectile Weapons") <= 5)
the (s are important- they let SEV know where a funtion like Get_Empire_Tech_Level ends.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2006, 05:34 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Modding SEV Thread Questions
Quote:
Phoenix-D said:
A few modding tricks:
If you have a lot of components, some of them might be obselete at high tech levels, and unlike SE4 it doesn't seem like you can get rid of them.
But this isn't correct. All components take formulas for their requirements, and those accept "less than" as an option. So you can make a component that disappears once some research level is reached, and a better replacement becomes available.
Say you want the Cannon to appear from levels 1-5 in Projectile Weapons, where its replaced by the DUC. You'd put this in the requirement field:
(Get_Empire_Tech_Level("Projectile Weapons") >= 1) AND (Get_Empire_Tech_Level("Projectile Weapons") <= 5)
the (s are important- they let SEV know where a funtion like Get_Empire_Tech_Level ends.
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If I understand how this is working...
Do you think you could do this in the Vehicle Size file, in conjunction with other vehicle models...?
So basically for example, you have a Original series Star Treck Constitution class ship, and then when you get to a certain level of ship construction, you could upgrade to the Movie era ship image, yet they are all in the say class level of ship?
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October 11th, 2006, 04:40 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
It's the image displayed when choosing "Game Type". If you don't include one it might just use the default but I've never tried it.
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