FE Editor 


 To run, double-click on the jar file included in the zip file. If that doesn't open the program, double-click on the bat file (FEEditor.bat) instead.


This app saves a tiny amount of info (the FE directory location, and other paths as well) in the data.dat file. This file is put into the MyDocs\FEEditor directory. If you're having problems running this, and used an earlier version, try deleting that file.


v0.35 - Now the editor scans the selected mod folder recursively. This makes the initial loading a little bit longer, depending on how many folders it has to scan through. I tested this with Stormworld (I just added the Stomrworld_ExpandedFactions folder). All display names for units were changed to their internal names, as a lot of units have the same display name (moreso in mods).

v0.40 
  - The jar file is now contained in an exe, to make running it easier for everyone. 
  - A splash screen was added while the program loads. 
  - When a mod directory is chosen, the app will now restart to rescan for all xml nodes.
  - Bloodline description box added on right hand side.
  - The xml files are no longer displayed in the panel on the right hand side.
v0.41
  - Fixed issue with exporting (units weren't getting cloned from the correct selected units).

v0.45
  - Added checks for Iron Golems, Juggernauts, and Henchmen. Iron Golems only needed a slight adjustment for them to show up. Juggs and Hench take some extra work, as they require a tech. If a jugg, or henchman is selected, the editor will now export a newrace_techdefs.xml and newrace_techtree.xml. ****** For Juggs and Hench to work for your faction, you will have to edit your faction's xml file, and change the TechTree tag to TechTree_newrace. Changing new race to your new race's display name. Once this is done, juggs and hench will show up for your new faction. This is not necessary with Iron Golems, they will just show up.


ImpInc.
