I use an old version of Animation Shop, which seems about the only way to do EFS FLCs. Get it here.
Good to see more modding going on. Be sure to post yours here on the forum when it's ready!
Search found 94 matches
- Sun Dec 20, 2015 10:26 pm
- Forum: General Stuff
- Topic: Editor for FLC
- Replies: 6
- Views: 34969
- Mon Dec 14, 2015 6:11 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 388035
Re: Some interesting results after heavy tweaking
Hrm :oops: ... 0.50 seems to be the first release since I implemented high level automatic testing. All that stuff was a first for me, and among other things I had not put the test data into version management, so presently the test data is in 0.51 development state. So, to properly release a 0.50....
- Thu Dec 10, 2015 1:35 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 388035
Re: Some interesting results after heavy tweaking
Yes, in "phoenixlog.txt" and five previous logs in "phoenixlog.txt.1-5". The errors are also shown on console if you started on commandline. Below are the two logs concatenated, the first was caused by a Phoenix bug unable to process the DAT file line 36. From the second you can...
- Wed Dec 09, 2015 10:03 pm
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 388035
Re: Some interesting results after heavy tweaking
The last release was from so long ago I can't remember what was and wasn't changed in the time since. In the current version the Direwolf relies on tech 115, but techs end at 113 after some cleanup. Good catch! Does Phoenix have some kind of log file that lists errors? That would be most useful. The...
- Tue Dec 08, 2015 10:49 pm
- Forum: General Stuff
- Topic: possible coming forum update
- Replies: 7
- Views: 31322
Re: possible coming forum update
Excellent. The spam was well out of hand, glad to see it's gone. Thanks, Sukayo!
Things that are mentioned in the manual, incomplete in EFS1.4 or heard thru the grapevine as more or less official should/would/could have been features could be considered EFS1.5 features and are high on the list of additions along with general modern game features necessary to reduce tedious micr...
You've put thought into how to build a functioning AI, which is reassuring! I'll certainly dig into the Symbiot demo and test it out when it's ready. Down the road when EFS 1.4 style play is largely complete, do you plan to expand the game's possibilities at all? Fully functioning Church mechanics w...
AI is what I'm looking forward to most! Do you plan to build up AI profiles for each type of entity (Rebels, Symbiots, Houses, Church, Vau, League) as Phoenix progresses? Some of the weakest points of the EFS AI are the minimal Vau AI and inability for Rebels to produce new units. I've been holding ...
Phoenix is the only one I'm aware of with any activity. Flowerpot posted a little over a month ago about the latest release in this thread, in fact. It's come a long way!
- Sat Oct 17, 2015 1:07 am
- Forum: Fixing it ourself
- Topic: Map Editor Compatible With Win 7 x64?
- Replies: 1
- Views: 15318
- Fri Aug 14, 2015 8:57 pm
- Forum: General Stuff
- Topic: possible coming forum update
- Replies: 7
- Views: 31322
- Sat May 16, 2015 6:49 pm
- Forum: Fading Suns
- Topic: Emperor PBEM Game
- Replies: 2
- Views: 28482
- Wed May 13, 2015 2:37 am
- Forum: Fixing it ourself
- Topic: Some interesting results after heavy tweaking
- Replies: 94
- Views: 388035
- Wed May 13, 2015 2:04 am
- Forum: Fixing it ourself
- Topic: Some questions about that damn units
- Replies: 1
- Views: 16356
You can edit these things in the Unit.dat file in the DAT folder - you can open them with any text editor. There should be a list of buildings and their numbers at the top of this file. Take the number for the building you want and use it in place of the number under the Bldgs heading on the line of...
- Thu Nov 08, 2012 12:43 am
- Forum: Fixing it ourself
- Topic: EFS Editor Troubles
- Replies: 3
- Views: 20838
I tested an editor or two many years ago, and they were either buggy or just not helpful as I recall. That may have changed in the years since, but I kinda doubt it. Modding through a text editor, on the other hand, is much more convenient. The data is all in front of you and easily changed. I do re...