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  #1  
Old May 14th, 2003, 10:02 PM

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Default problems by adding new racial traits

Hi

I'd like to add a new racial trait to the game but it does not work.
If I play Se4 ( V 1.84) with the new trait, I can't load existing races. Also the map is completely black.

I don't know what's wrong. I have made the following changes:

RacialTraits.txt

Name := Subspace Manipulation
Description := Gains access to the Subspace Studies Technology Tree.
Pic Num := 0
General Type := Advantage
Cost := 1500
Trait Type := Tech Area
Value 1 := 6
Value 2 := 0
Required Trait 1 := None
Required Trait 2 := None
Required Trait 3 := None
Restricted Trait 1 := None
Restricted Trait 2 := None
Restricted Trait 3 := None

TechArea.txt

Name := Subspace Studies
Group := Theoretical Science
Description := The study of Sub Space phenomenon and manipulation.
Maximum Level := 1
Level Cost := 100000
Start Level := 0
Raise Level := 0
Racial Area := 6
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

Components.txt

Name := Subspace Energy Beam I
Description :=
Pic Num := 291
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2959
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Subspace Studies
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 9
Weapon Modifier := 0
Weapon Sound := lightray.wav
Weapon Family := 712

(As far as I know the numbers of "Family" and "Weapon Family" are user-definied numbers and can be choosen by the modder)

Anyone knows where's the problem?

Cu
Ben
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  #2  
Old May 14th, 2003, 10:47 PM
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Xaren Hypr Xaren Hypr is offline
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Default Re: problems by adding new racial traits

I don't know about the map problem, but are you trying to load the races from the .emp files, or are you using the "add random computer oppenents" option?

The existing .emp files will no longer be valid when you add new racial traits, but you should be able to add in random opponents. Then when you are playing, select the "Players" button under the Game Menu (F2), set all the empires to human, and then save each empire under a new name when each of the turns come up. You can use these new .emp files for setting up desired combinations of opponents.

Just a bit of info, and if I'm in error about any of it, I'll soon be corrected .
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  #3  
Old May 14th, 2003, 11:52 PM
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Default Re: problems by adding new racial traits

1. If you add racial traits, you'll need to add them to the bottom of the racial traits file, or it will give errors when it tries to load old empires with racial traits.

2. After you make a mod and start a new game with it for the first time, sometimes the map doesn't show up the very first new game. I forget exactly what the cause and real fix are, but the workaround is simple and once-only: just save the game and then re-load it, and the map will appear.

PvK
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  #4  
Old May 15th, 2003, 04:06 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: problems by adding new racial traits

Quote:
1. If you add racial traits, you'll need to add them to the bottom of the racial traits file, or it will give errors when it tries to load old empires with racial traits.
Actually, old EMPs will not load unless the number of racial traits is EXACTLY the same as before.

Don't worry about EMPs
You can always create a new race, and the randomly generated races will still work!

As for number 2, PvK has it.
Just save and reload.
The next game you start should be normal.
The blank map problem seems to only occur the first time you run SE4 with the new mod. Its very odd.

[ May 15, 2003, 03:09: Message edited by: Suicide Junkie ]
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Old May 15th, 2003, 09:04 AM
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Default Re: problems by adding new racial traits

Moving racial traits around has no effect on the loadability of emp files. Adding traits to the end of the file does not allow old emps to load.
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  #6  
Old May 15th, 2003, 09:35 AM

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Default Re: problems by adding new racial traits

Ok, thanks

I think it works now
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