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October 22nd, 2006, 12:09 AM
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Corporal
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Join Date: Mar 2006
Posts: 117
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Re: Modding Process
Yeah, that's true (and a great point), "Poor Builders" in this case must a race of mismanagers, put someone else in charge and things run smoothly. It was only intended as an example to show what could be done.  If a modder were to use this technique he would certainly need to keep this in mind.
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October 22nd, 2006, 12:47 AM
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Private
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Join Date: Oct 2006
Posts: 20
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Re: Modding Process
hello to all, one question
the racial abilities and race setup is in the "jraenar_setup_script.csf" file?? how can i open an csf file into a .txt???
the AI is stored in "jraenar_main_script.csf"?
btw there is any way in which some empires "hates" each to other??, i mean for example , humans that are somewhat neutral, but, for example, with the jraenar there is a "hatring" between both so there are more probabilities that both goes to war, is possible?
thxs
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October 22nd, 2006, 01:05 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Modding Process
Script compiling is a one-way operation: From txt to csf.
Look in SE5\Utilities\ScriptParser\SE5EmpireScripts
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October 22nd, 2006, 12:12 PM
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Private
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Join Date: Oct 2006
Posts: 20
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Re: Modding Process
thxs Angel, ...hmmm, noe, how i turn txt inti cfs??
regards
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October 22nd, 2006, 01:54 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Modding Process
By using the compiler one level down from that folder.
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October 24th, 2006, 06:48 PM
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Private
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Join Date: Oct 2006
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Re: Modding Process
Answered.
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October 25th, 2006, 08:10 PM
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Private
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Join Date: Oct 2006
Posts: 20
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Re: Modding Process
there arent modifiers to defense rating at racialtraits.txt, or goverment or society?? like a "armor defence percent" or an opossite of "weapon to hit percent"?
also it cant be possible to separeate space combat with ground combat as was done in se4? maybe using "weapon damage percent" with a negative "ground combat percent"?
thx
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October 25th, 2006, 11:23 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: Modding Process
Is there a list of possible values for
1) Ability Type
2) Ability Scope
I see a large list of possible values in MainStrings.txt (Abilities_Const), but there's no rhyme or reason to them and I'm pretty sure not all of those values are possible for either Scope or Type.
Is there a list in the script files somewhere (i.e. not in the Data folder)? Or is there a Data file that has a list of possible values?
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