RCIX's Modding Kit

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on August 31st, 2009, 7:54 am
Dynamic_Localized_Strings.h info:
Red Numbers:
Yellow Numbers:
posted on August 31st, 2009, 1:18 pm
I have a question, in the excelsior tooltip I remember there being a bolt. But I do not see a double parenthesis.

"AUTOTOOLTIP-fed_excelsior.odf", "
    £ª Offensive Value
    ¤¥ Defensive Value
      « System Value

    ÅPhoton Torpedo
    ÅWeaponry Refit Ÿ
    ÆFires an additional photon torpedo for
    Æeach ‰ƒ  available

    — long


Yellow Numbers:
posted on September 1st, 2009, 10:27 am
That [00-7f] thing just after the funny chars in the tooltip is the icon for lighning bolt, sometimes it doesn't render...

@Blade: Added. I'll release a new version as soon as i get this top secret project done, should make modding fleetops a bit easier...
posted on September 13th, 2009, 3:44 pm
A quick question... It says to use a ship with only one of a single type of weapon to get the new weapons firepower to match the Offensive Value. If I make a new Sovereign with the same weapons as a regular, but with a higher value because the Phasers alone were stronger, would the original's Value still be viable to use?
posted on September 14th, 2009, 10:07 am
Not really as we don't know the balancing of how much power is in the phasers vs the torpedoes... You could assume that it's split 50-50 but i'm not ture that would work.
posted on September 14th, 2009, 10:34 am
Even if the Torpedos are identical to the original but only the Phasers are increased? When the increase to the offensive value is entirely Phaser-based.
posted on September 14th, 2009, 12:38 pm
It could work, but you have to know the original ratio to determine how much offensive value in the phaser, which would allow you to calculate the number of offensive value that you added. Otherwise you're just working in percents.
posted on September 16th, 2009, 8:08 pm
Okay everyone i have an announcement:

The script some of you may know i'm working on, which i've dubbed "Eclipse", is almost ready for release!

It is a lua script though, so head on over to Lua to download, install, and get familiar with if you're not already.

What is it's aim? to do nothing less than allow modders to focus on the actual modding and not on details of getting 20 ODFs right. It will generate an entire set of odfs for you given a (comparatively) simple data file.

It does not do:
* stations
* borg ships
* constructors
* special weapons

It should be out today, tomorrow, or friday.
posted on September 16th, 2009, 10:02 pm
Most impressive RCIX, great job  :thumbsup:
posted on September 16th, 2009, 10:07 pm
Sweet name B)

Can I ask why it can't do those things? I'm hoping it's because you just haven't added the functionality yet... :rolleyes:
posted on September 16th, 2009, 11:09 pm
Pretty much, though borg stations might require a little lot more work. Special weapons i might have to make separate generator(s) for them, because they vary so much in requirements for commands.
posted on September 22nd, 2009, 5:30 pm
All right guys, it's here! i'm proud to announce the alpha beta first release of Eclipse! in just a second i'll upload the new modding kit containing the ODF generator and an updated version of my small book of modding (don't remember what is new in it)

Sorry it was so late, i've been pretty busy with other things recently.

Please report any bugs comments or suggestions to this thread.
posted on September 29th, 2009, 1:32 am
u need to update your entry for
there is an other value which is 40. this makes the item start of hidden and wen availiable it shows. once unavailable it re hides (used for supply routes to increase their costing

also build costs can be negative (eg supplycost = -250 // this will give the player 250 supply)
posted on September 29th, 2009, 6:22 am
As for item 1, i'll do that. Theres also a bug in ordinance writing that i have to fix where pulses use phaser damage maps.
As for item 2, i think thats how things like the supply routs thing works, and we may need that someday. Maybe have a vessel have the "Exploration" attribute where you get supply back for building it? ;)
posted on September 29th, 2009, 10:03 am
lol sounds intresting just thought you should add it as it dse sound kindda strange lol
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