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October 29th, 2003, 09:08 PM
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Colonel
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Converting shipsets to mods
This probably has been mentioned before, but I was wandering how to go about converting different shipsets to all of the mods that are out there. One shipset I like to play is the Shark (can't remember the full name). How can I go about modifying it so I can use it in TDM, Proportions, the various Star Trek mods, etc? What exactly ai files do I have to alter for the shipset to play in each mod?
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October 29th, 2003, 10:44 PM
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Shrapnel Fanatic
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Re: Converting shipsets to mods
I can only speak to the Star Trek Mod.
If it is just going to be you playing, simply delete your old research file and set up your empire in the player screen as you wish and play. (The game will automatically use the default research file which is GENERAL TECHNOLOGY unless you specify another racial technology when you set up your player on the players screen in the game.)
However, if you want the Sharks to be played by the AI you will have to do a bit more work, not too much, but some.
First you will have to identify a simular race and copy over, rename, and replace the sharks Research file.
The reason for this is that the Mod uses several new technologies that have to be researched and non mod research files will not work.
Choosing which race to use should not be to difficult because all of the 10 primary races have race specific technology. Just find the race that has the "best" fit and use their reseach file.
If the Sharks are a lot like say the Klingons, then use the Klingon Research file.
When you set up your EMP files for your race be sure to select Klingon Technology in the Racial Traits before saving. This way if you ever put the Sharks under AI control they will use the new Research file (Named sharks_AI_Research of course).
There is also GENERAL technology but that is very limited.
I have also included 5 extra PLACE holders for new racial traits in the racial traits file so if you really wanted to, you could add technology for your race.
[ October 29, 2003, 20:46: Message edited by: Atrocities ]
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October 29th, 2003, 10:50 PM
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Corporal
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Re: Converting shipsets to mods
Fyron tought us in AIC to copy the Ship Set then add and rename the closest style existing AIC Race file to that race.
For example I like Star Treks Federation Ships set so I copied it to a new AIC Races Folder called FED, deleted the original Federation AI files then Copied the AIC Eees files in the new FED folder and renamed them from Eee_AI_DesignCreation to fed_AI_DesignCreation and so on.
I hope this helps
[ October 29, 2003, 20:52: Message edited by: QBrigid ]
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October 30th, 2003, 02:20 AM
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Shrapnel Fanatic
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Re: Converting shipsets to mods
Make sure to keep all the description info from AI_General.txt though.
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October 30th, 2003, 12:20 PM
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Brigadier General
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Re: Converting shipsets to mods
For TDM you don't need to chaneg anything, just make sure the shipset is located in the right spot in the TDM folder.
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October 30th, 2003, 05:28 PM
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Colonel
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Re: Converting shipsets to mods
Quote:
Originally posted by Mephisto:
For TDM you don't need to chaneg anything, just make sure the shipset is located in the right spot in the TDM folder.
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Thanks for the info. It's helpful. I really haven't messed with the files for quite awhile, so I'm a little rusty.
Mephisto, what do you mean by the "right spot"? Are you talking about putting the shipset in the races folder under the picture folder? That's the only "right spot" I can think of.
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October 30th, 2003, 05:38 PM
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Brigadier General
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Re: Converting shipsets to mods
That's exactly what I meant.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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October 30th, 2003, 05:51 PM
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National Security Advisor
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Re: Converting shipsets to mods
Unless you want the shipset to have some special effect in a mod, don't you only need to install the shipset with all the others, and it should appear for all mods?
PvK
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October 30th, 2003, 06:21 PM
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Lieutenant Colonel
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Re: Converting shipsets to mods
Agreed PvK.
That is what I also do; Copy the added Ship Set plus my favorite Speech file to that MODs new Race Folder.
If one wants to add additional Race Ship Sets to a Mod to play against, then you must add the AI as Fyron recommends also to follow Fyrons advise if one desires to drop out of a multiplayer so atleast some AI will continue in your absence.
Besure that this new AI has the existing play MODs AI General file, to insure any Char, Happiness, Design Name,Planet Type, Atmosphere, Culture and Trait changes will take effect
For example with QB's AIC Eees AI to the FED. the Eees general file must be used as well as all others and renamed to FED_AI_General.txt etc. Other wise you may not have a Race or Home World that you would normally expect
This also would apply to interchanges with most mods, for example Proportions as well QB, if you wanted the Star Treks FED in a Proportions game you would use PvKs Eee AI to that new FED folder and besure to rename all. Other wise you may not have a Race or designs that you would normally expect.
[ October 30, 2003, 20:57: Message edited by: JLS ]
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October 30th, 2003, 06:23 PM
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General
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Re: Converting shipsets to mods
Quote:
Originally posted by PvK:
Unless you want the shipset to have some special effect in a mod, don't you only need to install the shipset with all the others, and it should appear for all mods?
PvK
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It will only appear in all mods that do not have their own picture folder I believe. The mod will first look to its own directory for the pictures/races folder, and if it doesn't find them there it will go to your default SEIV foler and use the races in that folder.
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Canadians. With guns. And a warship. What is this world coming to?
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Every ship can be a minesweeper... Once
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