-
Posts
45 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by errantone
-
Sure, I'll see if I can make some time this weekend. It's good to know someone (besides me) is actually using the program. How easy/difficult was it to use the program for editing the rebellion? I struggled with a few different attempts to make the UI flexible while still enforcing the limitations of the game. The UI was easy for me, since I wrote it, but am not sure how easy it is for others to use. (update10/24): I'll get to this as soon as I can. It might not be for a few more weeks. Busy with another project for a while.)
-
Yes, SWRDE is .net 2.0 program. If you have any problems running the program post the details of the error on this forum and I'll look into it(and fix it) when I get a chance. EO
-
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Link to SWRDE Beta 2.1http://ul.to/33o2so Supports: XP, Vista, Win7 (Tested on XP 32bit, Win7 64bit) Major Feature (Beta): change CNUNALTB.DAT (rebel random starting units) Please give feedback on the new UI for CNUNALTB.DAT. It has a very different feel to it and I've attempted to capture make sure that you can not accidentally corrupt your file by selecting the wrong things. Some buttons will only be selectable for capital ships(some units are based on planets) and even then the amount of cargo you can carry depends on the ship capacity. SpecOps units have no known limitations, but i've only tested up to 10 on a ship. Also, I've only added a few units to the existing file, so have not testing adding 10,25,50+ The code for CNUNALTB.DAT was made to be 'mostly' reusable. After you have had a chance to play with it, please let me know what you think. It handles fairly complex 'dat' file rules in the UI, so play with it for a bit then let me know what you think. After getting feedback and when I have time, I want to add the other starting unit files using the same code. Remember BACKUP your CNUNALTB.DAT file before you make changes....just in case.... Known Bugs: CNUNALTB.DAT *Last unit in list - cargo will not save. To work around it, add any other unit with a zero percent chance then go back and update the ship with troops/fighters/SpecOps units. *If you want to start completely over do NOT delete all units on the list. Add some new ones, then delete any/all of the old ones. Other Bugs: None that I know of. Bugs Fixed: * Fixed problem with Core/Rim world facilities/advanced facilities assignment values. * Fixed problem with manufacturing facility cost/maint. values not being saved * You can now use the escape button to close the current/active window (without saving) You must select Exit from the main menu or the close button in the upper right to close application. Note: Anything under "test code' is still under testing and use at your own risk. Other areas should be 99% ok (nothing is ever 100%) -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Should be fixed in next release. I mixed up 3-6 construction/advanced with 1-4shipyard/advanced so there were a few bugs in this area for both rim & core systems. Good catch, thanks!! I recall reading that some people like to skip the basic facilities and start with advanced ones to speed up the game. So I thought I would allow people to choose what they want, as long as the game allows it. Thanks for using the program and reporting bugs! EO -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
BETA TESTERS NEEDED!!! Been working on an update to allow changes to CNUNALTB.DAT to change rebel starting forces via a GUI. Once I know this works well enough I'll adapt it to work with all four CNUN**TB.DAT files. This update allows 0..n units to be added to the file and each capital ship can be equipped with troops, fighters and spec ops units up to the ship max capacity. I'm wrapping up initial testing today and want to get a couple of people who can commit to testing this within the next couple of days. Ideally, I could get feedback prior to Saturday night. I want to release Sunday. I'm doing some 'sane' testing, but want to get feedback like I added 20,50,100 entries, with some with fighters, troops, spec ops units anything that causes SWR(or the editor) to crash. The goal is to allow users flexibility but want to avoid obvious crash situations(if we can find them). email directly to SWRdataEditor at g mail dot com I know this forum is low volume so no worries if no one sees this in time. I'll still release on Sunday EO -
Thanks Slocket for posting the format info! I've updated SWRdataEditor BETA2 to allow changes to the above DAT files. See SWRDE thread for download link.
-
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
I've updated and reposted SWRDE as Beta2.0 ( http://ul.to/c3fsyb ). The update includes a few bug fixed mentioned by others in Beta1.2. Also in this release are a couple of new features: *Hyperspace speeds for characters, troops etc... can now be modified *Distribution of facilities in core or rim worlds can now be modified (files SYFCRMTB.DAT SYFCCRTB.DAT). I suggest making small changes testing the results. Also noticed crashes with even small adjustments of values. Not sure why..... ***save a copy of the original DAT file before making changes *** BUG: OK button on these forms does NOT save changes. If you want to save your changes use the 'save as' button. This was done to avoid accidental changes while this feature is developed & tested. The new features can be found on the 'Tools' menu under "Test Code". If also included the older v1.2 version of SWRDE in this package in case there are any major issues with BETA2.0. If you are using SWRDE for the first time there is also a readme in the BETA1.2 zip file. Any feedback is greatly appreciated!! -
Rebellion (These control the Empire) --- Novice 00000032 --- Intermediate 00000036 --- Expert 0000003a Empire (These control the Rebels) --- Novice 0000003e --- Intermediate 00000042 --- Expert 00000046 Millenium Falcon effect (Reversed order) --- Expert 00000a5e (should be a56) --- Intermediate 00000a5a --- Novice 00000a56 (should be a5e) All nine values change the hyperspace speed of units without hyperspace speed stats, as noted above. I specifically tested characters, troops, and empire Tie fighter(no hyperdrive). For Expert mode change address hex "a56", this should work. Thanks go to lookiamluke for finding these!!! I've updated SWRDE with the above changes. EO
-
I've updated my editor (SWRDE) to change the above values from a UI(no Hex Editor needed). I did notice that there are similar values just prior to the Rebellion Novice setting at location 028, and just after the last empire setting (expert) at location 050(hex). Has anyone played with these values? They are also hex64 or decimal 100 values and might control some other type of speed setting. Also if you look at location a51 (before first millenium falcon setting) it has a value of 32. There are also 4 additional 32 values just after the millenium falcon setting. These 'might' control some other hyperspace speed, but I've not tested any of these. I'm going to add them to the next version of SWRDE if anyone wants to test them, please let me know what they control (if anything). EO Edit: Updated SWRDE to allow UI changes to the unknown, but potentially useful (hyperspace)values mentioned above.
-
Star Wars Rebellion Data Editor (swrde) -ready for release?
errantone replied to errantone's topic in Rebellion Editing
Saw this a few hours ago and had time to fix a couple of things... Fixed in next update, Beta 2.0 Fixed in next update. Beta 2.0 -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Can you be more specific on which fields you want large values? It may or not be possible because because of game limitations. A particular value might be 16 or 32 bit and could be interpreted as a signed or unsigned value by rebellion. -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
It's been a while..... Hi Anyone who remembers this program & thread. Is the program useful anymore? Has something better came out in the 2-3 years since this was released? I might have some time resurrect this from the dead IF there is still interest. If there is interest, I'll look for the old source (.net 2.0, c#) and look it over. I thought I lost my rebellion CD over a year ago, but finally found it. With the data files, I'll be able to make some mods, if there is still interest. Anything big happen in rebellion over the last 2-3 years? I vaguely remember a number of significant modding efforts going on. Post something if you are interesting in using/giving feedback on what's already there and what you want to see in the future. May the force be with you! EO -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Sorry this is happening. The real issue is the 'unhandled exception'. Do you get this as soon as you start the app? Or only after you try to bring up a dialog? As long as you have rebellion installed, this (obviously) should not be happening. All rebellion location info is gathering from the registry entry for rebellion. And are you sure you have .net 2.0 installed on your system? Hopefully we can get this solved soon for you. -
Looks like alot of new info here. If anyone posts file formats, I can slap a GUI on it and allow it to be modded. I dont have time to figure out the format and add the code to modify it. But I can make some time over the next week or two to add functionity to my SWRDE program so we can edit these new files.
-
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
updated the download link for the Beta1.2 version. Should be downloadable again if anyone wants to try it. Also, I have some time to add functionality if anyone wants something added let me know. Prefer to add features that are NOT in RebEd so we as a community have more things we can mod. -
I might be able to add a GUI for editing these files in the upcoming weeks. Also, if anyone has figured out other file formats, I will consider coding them up and putting them into the editor. If someone really has alot of time on their hands, tackle the save file format. If we can figure that out, we can do alot of things to a rebellion game. Basically, we can have a tool to generate most any starting conditions we want.......once we crack the format and a tool is written to generate save program data.
-
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Back to reading the forum's semi-regularly again. Took a break from rebellion and coding my editor. I might make some time over the next few weeks to add new features, so if you have any suggestions please post. I will not have alot of time so will have to see what, if anything people want. -
I'm at work, but will send it to you in a few hours after i get home if you PM me with your email address. As far as playing, I'm flexible on time during the weekend so could play in mornings (your afternoon's) for a few hours.
-
Hey, Looking for someone interested in weekend multiplayer rebellion game(s). I'm not looking for a default setup game, as I find the default is much too focused on quick production of ships and HUGE fleets. So I've been tweeking all settings to slow the game down, so the other aspects of the game are just as important. I've got a fairly well balanced game where diplomacy, sabo/esp missions, exploring and jedi location/training are just as important as fleet building. If you're interested. I can send you mini-TC to look at and explore. Keep in mind, that almost everything you can build needs to be researched, and the research rate has been greatly slowed. Also the main/production costs have been adjusted to keep fleet sizes, planetary defense, facilities to reasonable numbers. And if the empire produces a death star, it is a HUGE accomplishment if it can be done at all. So I'm looking for someone who feels like they want to explore all aspects of the game in multiplayer mode in games that will have to saved and restarted in more of a 'campaign' mode. I can set aside 3-4hrs on the weekend and would like to play 2-3weekends per month. I honestly dont care which side I play, or who wins. I'm mainly looking for the challenge of playing against a skilled human and making the game interesting in either victory or defeat. The whole mini-TC has been made to keep things challenging, a series of trade offs construction of ships, troops, facilities with few black/white choices. If you are quickly looking to assemble HUGE fleets of uber ships, overwhelming numbers of fighters, and all fleets with interdiction......this mini-TC is NOT for you. If the idea sounds interesting, post here or drop me a PM. Hope to hear from someone! Errant Edit: note, I am in the pacific timezone GMT -7
-
Hey all, Looking for opinions the data editor..... 1) Do you think it's ready for release? 2) What, if anything, do you want to see added? removed? 3) Do you think this tool is useful? 4) What problems, if any, have you had? Please let me know what you think, I'm at a point where I cant think of anything to add to it, that's not already done by rebedit.
-
Family ID changes....tell us what you have experimented with
errantone replied to errantone's topic in Rebellion Editing
Tried changing the Family ID for advance troop facility. Wanted to see if you could setup some troops to be built by advanced facilities only. The problem is the destination planet uses family ID to display each item on the planet. So facility ID 41 will display troop production facilites. I used id 43 for the advanced but it would not allow it to be build, since the destination planet had no idea if it could hold a family ID 43. But there is code saying it can hold an ID 41 facility. Does not make sense? The goal was to see if we could split production between normal/advanced facilties. I was able to assign some troops to only be built with family ID 43 facilities, so they would not be built by ID 41(normal) facilties. Anyway, no luck, it does not work. -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Ok, in rebedit, you can set 'research' to a number, this ONLY determine the order in which research happens. It does nothing else. The difficulty field determine 'how much' successful research is needed to allow manufacture of that item. So what rebedit calls 'research' is listed as 'order' in my research area for each item. What we dont know is the formula used to calculate the amount of research generated by the facilities themselves, 'passive research'. Or how much is added when a researcher has a successful research event. The 'research number' for each character seems to be a percent chance of success(lower numbers = lower chances for successful reserach message). In my little, mini-TC mod, almost every item in game must be researched. So order 1, difficulty 10 and order 10, diff 10, seem to be equal in the amount of reserach needed for that item. I could be wrong, but that's how i currently understand research in rebellion. hope that helps -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
Yes, you must hit 'ok' to save data in any form. Up till that point, it's not saved in the file, only in memory. I'll update the readme, thanks for pointing that out. You can also save using the 'save as' dialog, but I mainly use that for making backup copies of data. Saving 'per character' should make no difference. When OK is pressed the entire dataset is written to the appropriate file. I will do some testing to see if you uncovered a bug in saving the data. Edit: did some testing, OK seems to save all data. if you still have problems email me and let me know. -
Family ID changes....tell us what you have experimented with
errantone replied to errantone's topic in Rebellion Editing
started this thread so we could talk about data changes. other thread hoped to see more issues related to the program itself. especially if someone was having any problems with running the program. Sorry for any confusion. -
new tool:Star Wars Rebellion Data Editor (swrde)
errantone replied to errantone's topic in Rebellion Editing
needs more testing. I don't know how to do that.