ryokan

ryokan

Joined Member # 636561
1 Posts 4 Replies 545 Reputation

Ahh, yes IEEE 754....thanks! That will do it. There are a number of formats out there so I was going to write basic...oops...basic C# program, feed the left hand side decimal in and do as many format type conversions as I could think of until I hit on the right one to match the bits= side. I should have just tried 754 first since it's so common. You saved me the trouble B-). Right now I'm just doing a little game balancing by giving myself some credits to compensate for over researching and jack

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Yes, you are both right. The load takes the value from the bits=xxxxx. To check this, I took known values from one save game file and moved them to another and the proper values followed the move. Next, I'll compare a range of values, bits=xxxx, bits=yyyy etc. and see if I can figure out the transfer function. They may just be doing integer math for speed (ahh fond memories of Forth); It may be hoping for too much but if they released the save game file organization, I could write a save game ed

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I have been experimenting with a simple save game edit that does not appear to work. First, in the user.setting file I set the SaveGameFileFormat to produce an ascii file for easy editing. Then I save a game where I have 27445 credits, 2444 crystal, 1345 metal showing in the interface as test.save. I close the game. I then open up the saved game file test.save and look for 27455 and find the location of the values for credits, crystal and metal. Like so.... credits 27445.30 Bi

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>> Not currently These changes are global, modding it changes it for all the players (or desynchs in Multiplayer unless the other human players have the same changes) Right. That's why the construction and research loops have to be spawned threads off the main loop so they can be fed parameters from the main where they can be controled. But that has to be built into the design from day one. It's hard to add those sub loop parameters without having to break apart the whole design a

10 Replies 6,216 Views

Two more starting questions. Using the Map Designer I start out on a small two player no pirates map. When I look in the preview and playing, look with scouts, all the unclaimed planets have militia ships in them with up to heavy cruisers. That means I can't colonize any planets until I can research and build a fleet to defeat the militia heavy cruiser fleets. By the time I get to that point, the AI is on my doorstep with capital ships. Question, is there a way to get rid of the militia fleets o

10 Replies 6,216 Views