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March 14th, 2001, 12:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
The "is a pirate":
Name := Pirates
Description := Gains access to the Pirating Technology Tree. Cannot use planet based resource extraction facilities or Colonizing tech.
Restricted Trait 1 := Non-Pirating
The "is not a Pirate":
Name := Non-Pirating
Description := Gains access to Colonizing components, colony ship hulls and resource extraction facilities.
Restricted Trait 1 := Pirating
See?
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As for the homeworld, the game is apparently hardcoded to give you 1 organic, 1 radioacitves, 1 spaceport, 1 resupply, 1 ship yard, and the rest 50%/50% between research and minerals or something.
I assume it would still do the same, but the pirates just wouldn't be able to build more.
Will do a quick test right now.
Dang. It just filled my planet up with research facils.
Any Ideas on how to prevent resource facilities from being built on colonies?
[This message has been edited by suicide_junkie (edited 13 March 2001).]
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March 14th, 2001, 03:02 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: A pirates life for me...
Somebody suggested that pirates could get resources by capturing robominers. There's a small problem with that: hardly anybody builds any robominers for the pirates to capture.
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Cap'n Q
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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March 14th, 2001, 03:23 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: A pirates life for me...
SJ,
Where did you put the "is a pirate" and the "is not a pirate" stuff? Did you create separate traits or modify existing ones?
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March 14th, 2001, 04:07 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
I haven't actually done that. I'm gonna wait to get the next patch until I finish my game, and when I get the patch I'll have to redo most of my mod anyways, so I'm gonna wait until then.
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March 14th, 2001, 06:05 PM
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Sergeant
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Join Date: Dec 2000
Location: Texas
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Re: A pirates life for me...
Nit - that's the same line of problems I ran into - which is why I wondered if anyone has successfully added a race to the race trait file... if you can't use the game in it's capacity, to me that's not a successfull mod.
I'll keep fiddling but w/o someone elses imput I don't feel very confident of the chances of moding a true Pirate Race. Might have to go back to the willpower way...
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Character is best defined as that which you do when you believe nobody is watching.
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Character is best defined as that which you do when you believe nobody is watching.
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March 14th, 2001, 06:12 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: A pirates life for me...
It actually worked well in the mod pack directory, except for those few time with the blank screen (???)
I don't know what is different with the main directory. Maybe it is coded in where only the original number of advanced characterestics are available. I wonder if anyone else has been able to add a trait. I remember a mod, Daves or Denullvis (?) that added a trait called nano technology but I never tried it so I don't know if he was any more successful.
I'm gonna keep fiddling with it. I think if I recreate all the original races as new and save them then I will be able to add them to the game. I think I'll have to wait till the weekend to do that though.
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March 14th, 2001, 06:52 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: A pirates life for me...
I think you have to create a new game rather than load an old one for the changes to work.
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March 14th, 2001, 07:03 PM
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Sergeant
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Join Date: Dec 2000
Location: Texas
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Re: A pirates life for me...
UM- nope, that doesn't work either - if I mod the racial trait file to add a new Pirate race and then restart the game, click on new game and try to add an existing empire, I get the error I mentioned below. If I create a new race, no problems. If I let the computer randomly add a existing race, no problems, but for some reason, I can't add an existing race when the racial trait file has been modded.
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Character is best defined as that which you do when you believe nobody is watching.
[This message has been edited by WhiteHojo (edited 14 March 2001).]
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Character is best defined as that which you do when you believe nobody is watching.
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March 14th, 2001, 07:06 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: A pirates life for me...
Yeah it's odd. I can start a new game and add create new races but I can't add any of the standard existing races. They will join if the computer picks them and act normally. My only guess is that it has to do with the .emp file. I get an error that it can't find the .emp file.
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March 14th, 2001, 07:08 PM
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Sergeant
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Join Date: Dec 2000
Location: Texas
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Re: A pirates life for me...
Nit - yep, same here
what exactly are .emp files and how do you read em?
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Character is best defined as that which you do when you believe nobody is watching.
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Character is best defined as that which you do when you believe nobody is watching.
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