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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

a few questions (mostly noob)

Submitted by ernesto79 on Fri, 2007-06-29 08:56. SE:V MODs

Hi, I was thinking about a mod i could create but before gigving it to much thought i would like to post these questions
thanks Smiling

1. can one tech exclude another? when you research tech a tech b will be unavaiable for you

2. i have seen there is a sev editor but it appears to have been abandoned, is it so? that would be to bad ^^

3. most important, i never modded anything anywhere, do you think a noob can handle that?

edit:
4. can you make one facility need another one to be build? facility B can only be build if A or a minimal number of As is present on that planet?

‹ FQM 5.00 Beta 10 X file conversion ›
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Re: a few questions (mostly noob)

Submitted by ernesto79 on Sat, 2007-06-30 16:00.

thanks, but my question was if the editor is still being updated,
i just wonder because on the page
http://www.devnullsoftware.com/se5/
it still says for se v version 1.17

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Captain Kwok's picture
Mod Designer

Re: a few questions (mostly noob)

Submitted by Captain Kwok on Sat, 2007-06-30 18:27.

It's not. You can try contact the program's author and ask them if they intend to continue work on it in the future.

-----

Space Empires Depot | SE:V Balance Mod

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BlueTemplar's picture

Re: a few questions (mostly noob)

Submitted by BlueTemplar on Sat, 2007-06-30 18:47.

I find this editor to be too well hidden...
http://spaceempires5.com/en-US/project/Helper+Applications

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Mod Designer

Re: a few questions (mostly noob)

Submitted by WAR-FAN on Thu, 2007-07-12 07:45.

Can any one give me some tips on how to start a mod.I have some mods but can't get it to work any help would be welcome plz help my email is thank you

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Mod Designer

Re: a few questions (mostly noob)

Submitted by Fyron on Thu, 2007-07-12 12:16.

If you aren't going to ask specific questions, there isn't much we can tell you.


SpaceEmpires.net | Space Empires Wiki

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Re: a few questions (mostly noob)

Submitted by rdunham3 on Thu, 2007-07-12 12:44.

For your first mod, I suggest the following:

Look in the game directory for a folder called gametypes. Within it is a folder for the stock game. Make a copy of that, rename the copy to whatever you want. ("my mod" for instance) If you get mods off the Internet, once they're extracted from their archive (.zip or .rar usually) they would go here also.

In that folder goes any custom stuff you want your mod to use instead of the stock stuff. For instance, a Data folder would contain modified data files like components.txt. (the parts that go on ships)

Often a mod starts with a changed settings.txt file, so give that a shot. Change the number of systems or the number of enemies or something like that. Congratulations, you've made a mod.

The best thing to do is make changes gradually, and make backup copies of everything frequently. The easiest way to do this is to make a copy of your mod folder (under gametypes, remember?) every time before you start making more changes. Keep at least the most recent four, you never know when a bug will sneak past your testing for a version or two. Reverting to a previous version can sometimes be easier than trying to remember which changes you've made recently and what the original values were for each.

Making mods is easy. Making good mods is somewhat harder. Good luck!

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