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

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #21  
Old January 21st, 2001, 07:19 PM

DirkHowitzer DirkHowitzer is offline
Corporal
 
Join Date: Jan 2001
Location: PA
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
DirkHowitzer is on a distinguished road
Default Re: More Neutrals

Excellent ideas as usual...perhaps other ideas could be intituted as well(If this was ever considered by MM or the modders)such the AI's getting pissed of when you used biological weapons and such. You might recall that this was already done in MOO2.

[This message has been edited by DirkHowitzer (edited 21 January 2001).]
__________________

He's dead, Jim.-- Lt. Commander Leonard Bones McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
Reply With Quote
  #22  
Old January 23rd, 2001, 12:20 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: More Neutrals

I designed a special tech for the Neutrals, but have not found a way to make the facility get used in game setup. Apparently something about the initial facilities on a homeworld is hardcoded. I created a new "Racial Ability" for a tech called "Neutral Society" in RacialTraits.txt:

Name := Neutral Society
Description := Gains access to Neutral Society Technology. NOT FOR PLAYERS! NEUTRALS ONLY!
Pic Num := 0
General Type := Advantage
Cost := 1000
Trait Type := Tech Area
Value 1 := 1
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

(Note, I re-arranged/numbered the racial tech areas while I was at it.) Then I made the technology in techarea.txt:

Name := Neutral Society
Group := Theoretical Science
Description := The science of lore of small societies which survive in the larger context of galactic politics.
Maximum Level := 1
Level Cost := 50000
Start Level := 1
Raise Level := 0
Racial Area := 1
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

Then I created a facility:

Name := Seat of Government Facility
Description := Central government of a neutral race.
Facility Group := Population support
Facility Family := 255
Roman Numeral := 0
Restrictions := None
Pic Num := 68
Cost Minerals := 2500
Cost Organics := 5000
Cost Radioactives := 2500
Number of Tech Req := 1
Tech Area Req 1 := Neutral Society
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Spaceport
Ability 1 Descr := Acts as a spaceport for this system.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Change Bad Intelligence Chance - System
Ability 2 Descr := Strong sense of identity reduces success of enemy infiltration/sabotage by 50 percent.
Ability 2 Val 1 := 50
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Strong sense of identity increases population happiness.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Type := Combat Modifier - System
Ability 4 Descr := Clear command hierarchy and good morale makes for 20 percent combat bonus.
Ability 4 Val 1 := 3
Ability 4 Val 2 := 0
Ability 5 Type := Damage Modifier - System
Ability 5 Descr := Training and good morale makes for 10 percent boost in weapon effectiveness.
Ability 5 Val 1 := 10
Ability 5 Val 2 := 0

I then added the special ability "Neutral Society" to all of the neutrals. It works in that this facility is AVAILABLE to them when I look, but it doesn't get used in the initial setup of the homeworld even though I put an ability that it carries, 'Change Population Happiness' as the FIRST thing in the homeworld build queue. I can only guess that this setup is actually hard coded, as I said... <shrug>
Reply With Quote
Reply

Bookmarks


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 12:23 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.