.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEV Modders Knowledge Base

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #26  
Old October 11th, 2006, 06:17 AM

Barnacle Bill Barnacle Bill is offline
Sergeant
 
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
Barnacle Bill is on a distinguished road
Default Re: Modding SEV Thread Questions

What governs the availability of an empire to include in a new game?

I created a mod for my own preferences (essentially just settings.txt) and basically copied the Terrans to a new name. OK, I start a new game with my mod and run some cheat codes to look at the state of the galaxy - all the usual suspects are there, even though I did not copy them to the "Empires" folder in my mod. That's not really a problem for what I want to do (except maybe I'd like to turn off the Terrans until I've made my own flags, etc...), but what if I was doing a Star Trek mod or something where I didn't want the stock SE races in the game? Is there a way to turn them off in a mod without editing the standard SE data structure?

Also, one of the neutral empires turned up with the same flag as the Terran one that I'm using (temporarily) on my race. Doesn't it check to see if a flag is already in use?
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.