|
|
|
|
|
October 7th, 2002, 11:46 PM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
you need to create empire files (.emp)
|
October 7th, 2002, 11:47 PM
|
|
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
nah nah nah nah nah...
I got here first
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|
October 7th, 2002, 11:55 PM
|
|
Sergeant
|
|
Join Date: Jan 2002
Location: New York
Posts: 345
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
-Yes, you can make new culture and demeanor, and even as I mentioned earlier, races with specific tech on start up, but as SJ mentioned you have to mod some files in the data folder. It's no biggie if you are just going to use the race in your own games, but if you distribute the race you'll have to distribute the changed data files as well.
-the research file for the AI is the order the AI researches tech. The numbers (25, 33, 50, 100) correspond to how many other research projects will be allowed to run along side that one. As SJ mentioned if you modded your attack ships to use, say, meson bLasters, you have to make sure Pysics 1 is researched and then the tech for Meson bLasters. There is no generic, unless you design ships to fit the so-called generic research file. It's a difficult process to do this file. I've tried a few times. Just ask yourself how you want the AI to go through the techs. Hope that helps.
__________________
My granddaddy was a toaster.
|
October 8th, 2002, 12:19 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
Impossible to start with a specific research field for a compatible race & AI . But it's possible to design heavely armored ships by editing the AI DESIGN TYPES file ? (what are "spaces per one" values ???)"
Well, you CAN add racial traits. Otherwise you just have to tell it to research something. The "spaces per one" defines how MANY get put on the ship (so your heavily armored ship). Basiclly, the lower the number of more of that you end up with on the ship.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
October 8th, 2002, 02:08 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: finalizing new mod...
Re: Spaces per one.
If you have a spaces per one value of, say 40, and the hull size happens to be 400 (light cruiser), the AI will put 10 of those components on.
The reason why you don't specify "add exactly 10 of this item" is because the design patter will fit more than one hull size (minimum tonnage up to Maximum tonnage), and this will scale the number to match the latest tech hull.
__________________
Things you want:
|
October 8th, 2002, 03:38 AM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
October 8th, 2002, 03:17 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
mmmm... when I create an new race, a .emp file is created. But all the provided infos (description, demeanor...) are written in this file, not in a .txt file in the pictures/race directory like default game races ?
And also :
default races have 2000 race points. how can I create 3000 and 5000^points races ?
|
October 8th, 2002, 03:38 PM
|
|
General
|
|
Join Date: Mar 2002
Location: Indiana
Posts: 3,229
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
"mmmm... when I create an new race, a .emp file is created. But all the provided infos (description, demeanor...) are written in this file, not in a .txt file in the pictures/race directory like default game races ?"
That is correct.
"And also :
default races have 2000 race points. how can I create 3000 and 5000^points races?"
To do this, go to "Player Settings" when you're starting a new game. (This screen has how many starting planets ans such on it) Then on the bottom box it says; "Racial points for new players." The default is "Low (2000)" just change that to Medium (3000) or High (5000). That should do it. Hope it helps.
__________________
Ragnarok - Hevordian Story Thread
-------------------
I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
|
October 8th, 2002, 04:18 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
So what's the use of AI_General.txt files ?
|
October 8th, 2002, 04:25 PM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
Quote:
Originally posted by trooper:
So what's the use of AI_General.txt files ?
|
It is used when race is added as random choice. EMP. file worksd only when you add empire manualy.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|