//********************************************************************* // Space Empires V Editor // by Lee Wilson (devnull@devnullsoftware.com) // // This program requires Space Empires V to be installed on the // computer as it uses data and files from the game directories. This // program is intended to be a tool to modify the data files in order // to create "mods" for Space Empires V. // // Space Empires V is copyright 1998-2006 Malfador Machinations. // http://www.malfador.com // // Thanks for making a great game, Aaron! And thanks to all the // modders who make the game even better! //********************************************************************* Version History: Version 1.58.1 * Added Vehicle Sizes editor * Fixed error in formula parser that would erroneously choke on formulas like "(foo("bar") = 1)" and say that they were invalid Version 1.58.0 * Changed Version numbering scheme to better correlate which SEV version the editor is for. * Added new formula functions for SEV v1.58 to consts.txt * get_planet_ability_facility_count * get_planet_specific_facility_count * get_system_ability_facility_count * get_system_specific_facility_count * get_queue_ability_facility_count * get_queue_specific_facility_count * get_system_queues_ability_facility_count * get_system_queues_specific_facility_count * is_planet_domed * Added more missing source code files to editor installation script (oops again) * Fixed Weapon Damage Type parser to allow formulas again and to correctly handle Plague Bomb formula. Also added Formula Button back to the Weapon Damage Type field in the weapon tab Version 1.5.1 * Fixed Facility and Tech Area Comparison forms to correctly load other mods besides Stock SEV to compare against. * Added missing source code files to installer Version 1.5.0 * Added Damage Types Editor * Changed Damage Type text box in component-editor weapon tab to be a drop-down instead * Added Comparison Viewers for Tech Areas, Facilities, Components, and Component Enhancements. Allows side-by-side comparison of elements from your mod and any other mod (including Stock SE V) * Fixed bug in Tech Tree Viewer(s) that was not showing component enhancements unlocked by tech areas/levels * Added a bit more info to Tech Tree Info box * Added Filter for Damage Type in Weapon Comparison Viewer * Added many more functions, types, etc from SE5 mod documentation (which was not available when this tool was first written). The tool should now handle most any mod and/or formula used by the game. Will add the new functions from SEV v1.45+ when it comes out. * Converted source code to VS2005 and .NET 2.0 (still not sure this was wise...but it's too late now!) Version 1.4.4 * Changed "Add" and "Copy" editor buttons to insert into the list at the selected list view item instead of appending to the end of the list. * Component Maximum Level was not being copied correctly when copying a component. * List View picture was not being set correctly when adding or copying an item in an editor * Moving items between list boxes was not setting the "item modified" flag properly * Fixed bug in Component Editor that would not properly remove a target type from a weapon Version 1.4.3 * Added more formula-types to weapon comparison viewer * Fixed calculation for research cost in weapon comparison viewer * Fixed potential crash bug in weapon comparison viewer when component editor is also opened Version 1.4.2 * Got rid of duplicate entries in most comboboxes for facilties, components, etc. * Get_Design_Ability_Total changed to accept 2 arguments instead of 1 * Fixed bug that wouldn't allow you to change Seeker Turn Rate to a non-integer value Version 1.4.1 * Fixed bug where component editor would use reload formula MS for seeker weapon speed (doh, stupid cut-n-paste errors!) * Tech Tree Viewer now shows tech information when you click on a node * Tech Tree file dump now shows components, enhancements, and vehicle sizes that are unlocked with each tech area. * Numeric inputs handle LostFocus better Version 1.4 * Added View Menu * Add Weapon Comparison Viewer * Moved Tech Tree Viewer to it's own window (accessed via View Menu) * Added Save-To-File button in Tech Tree Viewer (saves to XML format) * Added a data-visualization graph function to the Formula Wizard with 2d graphs for 1-var equations and "surface graphs" (actually 3d-spline graphs) for 2 var equations. I'm using a trial version of Super2d3dGraphLibrary from http://www.softwaresigloXXI.com as it allowed me to put a really nice set of graphs in to the tool without taking the time to write my own. If you want graphs without ads, you must purchase your own licensed version, but the trial version included here will work. * Added menu option to use graphing formula wizard or not (in case you want the old style (which can be a little speedier)). * Added Vehicle Unit Types editor * fixed a couple of minor problems when reading older data files (allows some backwards compatibility for the editor since the game seems to do so) * More descriptive messages when tech tree finds problems. Also caught some errors that were causing the editor to crash and now handle them more gracefully. * Fixed crash where the tech areas editor and tech tree viewer would crash when trying to load a tech tree that has errors. Now it will simply report the errors and continue rather than crashing (it still won't show the tech tree though since it's an invalid tech tree) * Editor no longer complains if more than 168 tech area images are used if the underlying image has been expanded to have room for them * If a file has read errors, the editors will now still allow editing of the items that it did read correctly. Beware though, saving after this will only write back to the file the parts that the editor understood and is thus NOT recommended. Version 1.3 * Added Component Enhancements Editor * Added Planet Sizes editor * Added more script functions * Better behavior when cancelling setting of mod directory * Added Validate All button to editors * Enabled Help Menu item * Enabled Tech Tree to be resized better Version 1.2 * Added TechArea Editor * Added TechTree Viewer * Added Copy button to all editors so that currently selected item can be copied to make data entry faster * Made input reading case-insensitive, though output will still match current output formatting * Fixed a problem with extra blank lines causing the comment lines in a file to get misplaced. * New MainForm image by Rob Allen "Shadowstar" Beckwith (go see http://www.shadowstardesign.com for more of his great work!) * Added AI Tag 01-20 to Ability Types drop down * Centralized much of the reading, validation, and parsing code to make future updates easier * Centralized and modularized much of the form editing code to make future updates easier Version 1.1.2 * Added ability to save even if there are errors. Use at your own risk - this COULD corrupt your data! * Bugfix: When the form warns that your data has errors before saving, it will only show the errors once * General bugfixes on the parser to make it handle formulas better * bugfix: Formula Wizard will reset non-selected vars to 1.0 instead of leaving them at previous value Version 1.1.1 * General Bugfixes: * Bugfix: Even better enforcement of legal mod directory locations (GameTypes is not a legal mod directory) * Bugfix: Maximum Level and Custom Groups limited to ranges of [0,65535] and will now complain about the out-of-range data instead of just getting internal errors and doing the figurative equivalent of littering bits all over your computer's floor. *sigh* * Component Editor Bugfixes: * Component Type List can now accept arbitrary new values * Weapon Damage Type Formula seemed to be misleading and not a formula, but it turns out that it is an editable formula with specific variables possible. Fixed the editor to handle this. * All Weapon Effect Name fields have a "None" option now * Weapon Explosion Effect Name now reads from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt to fill in its allowable values. * Weapon Space Display Effect Name and Weapon Ground Display Effect Name now only allow "Weapon Explosion" Specific Effect types from BitmapEffects_SpaceCombat.txt and BitmapEffects_GroundCombat.txt. * Weapon Delivery Type is apparently not used by the game and can be an arbitrary value. Changed editor to allow arbitrary values for this field * Vehicle Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be used. * Weapon Target Types now reads VehicleUnitTypes.txt and adds those to the allowable list so that new vehicle types can be targeted. * General Group can now accept arbitrary values Version 1.1 * Added Component Editor * Better enforcement of legal mod directory locations * If the file desired (facility.txt or components.txt currently) doesn't exist in the current mod folder, load them from the SE V data directory and then save the changes to the current mod directory * Bugfix: handle bad data input from files better (without throwing uncaught exceptions) * Bugfix: formula parser should not use regional settings as the data files are all in American/English * Bugfix: comments (lines beginning with //) in the data files will now be retained in a place as close to their original position as possible Version 1.0 * Initial Release ================================================================================================================ Future Plans (in rough order that I'm planning to do them) * Add Refresh Game Data menu function (re-reads data from various files used to fill in combo boxes (e.g. Vehicle Types, etc) * More editors * GovernmentTypes editor * Intelligence Achievements editor * Cultural Achievements editor * Formations_Fleet editor * Formations_TaskForces editor * Strategies editor * Ship Experience editor * Society Types editor * HUDSettings editor ? * EventsText editor ? * Formulas.txt ? * HomeworldStartingFacilities editor * Quadrant Types editor * Stellar Ability Types ? * Stellar Object Types ? * System Types editor * Racial Traits editor * Choosing images from a grid of pictures? Known Bugs: * If you enter a picture number in an editor, then click on another field, the picture is not updated. You need to click the 'up' button, then the 'down' to get the right pic to be displayed * The fields "Weapon XX Min Damage At Range", "Weapon XX Max Damage At Range", and "Weapon XX To Hit Modifier At Range" are currently handled incorrectly by the editor. These actually seem to be overrides for the fields "Weapon XX Min Damage Modifier Formula", "Weapon XX Max Damage Modifier Formula" and "Weapon XX To Hit Modifier Formula". Instead of only accepting a single numeric value, they should accept a space-separated list of numeric values that are the values at each range increment. All three of these override fields need to have the same number of values. Hoping to fix this in a future editor version, but at this point I'm waiting for the modder's manual from Malfador because I don't want to reprogram this only to find out that my understanding was flawed and have to reprogram it again. Note: modder's manual is out, but now I'm just too lazy to implement this never-used feature. Other Contributors: * The wonderful main form image is from Rob Allen "Shadowstar" Beckwith (go see http://www.shadowstardesign.com for more of his great work!) * Special thanks for James "Combat Wombat" Phillips for the program icon!