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Re: Ai races not using design name file specified in _ai_general.txt file
Talenn!!! You Da Man!
That was it. Thank you very much for the tip. I wonder if Aaron knows about that because the default races have the same problem. Expect a TrekMod update sometime this afternoon to correct the problem. Geo |
Re: Ai races not using design name file specified in _ai_general.txt file
Glad I could help. This was one that bugged me for a long time too. I finally figured it out and was so happy I could finally get the right races to use the right names so I share your joy! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Talenn |
Re: Ai races not using design name file specified in _ai_general.txt file
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Baron Munchausen:
I was thinking of donating them to MM, actually. Then they could come out in a patch. I've got a lot of original stuff, and I've edited some of the default files to be more consistent. <HR></BLOCKQUOTE> Baron, how about posting them here as well. We could use them before the next patch is out, you know. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: Ai races not using design name file specified in _ai_general.txt file
Talenn,
I thouhgt you might like to know, I contacted Aaron about this issue, and we was unaware of it. I let him know what was happening and the fix that you found. Kudos! Geo |
Re: Ai races not using design name file specified in _ai_general.txt file
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr:
Baron, how about posting them here as well. We could use them before the next patch is out, you know. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif<HR></BLOCKQUOTE> Well, I keep adding to them, so I never feel that they're finished. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif But, since I probably never WILL feel that they're finished I guess there's never going to be a better time to share them. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Let's see if I can successfully upload a file here... [This message has been edited by Baron Munchausen (edited 27 March 2001).] |
Re: Ai races not using design name file specified in _ai_general.txt file
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Re: Ai races not using design name file specified in _ai_general.txt file
I don't mind if anyone uses these in mods or something. It's just a list of words, after all, and it can contribute to the 'atmosphere' of the game. Especially now that we've figured out that if you put the .txt at the end of the name it works! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif The Latin.txt file is great for 'regal and imperial' type races. I gave it to the Sallega since they are described as having this 'genetic' caste system with a ruling class that lives several times longer than the peons. The Fazrah and the Krill are rather nasty sorts, so I gave them the Animals.txt and Birds.txt respectively. Oh, and I gave the Jraenar 'dinosaurs.txt' but it's been expanded to many more names. Haven't restarted since making the Hacker.txt file but I gave it to the Praetorians since they have so much "cybernetic enhancement' of their bodies. It was either them or the Xiati. It'll be interesting to run into ships with names like "Geek" and "Frankenputer" and "Fnord"!
[This message has been edited by Baron Munchausen (edited 28 March 2001).] |
Re: Ai races not using design name file specified in _ai_general.txt file
Thanks Baron, I have included them in TrekMod Version 1.01 that I just posted to the mod forum.
I used the Hacker.txt for the Bynars. I like it better than my original bynar.txt. All it had was 8 digit binary numbers, 00000001, 00000002, etc. Seemed funny at the time, but after looking at it more it was kind of boring. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Geo |
Re: Ai races not using design name file specified in _ai_general.txt file
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by geoschmo:
Thanks Baron, I have included them in TrekMod Version 1.01 that I just posted to the mod forum. I used the Hacker.txt for the Bynars. I like it better than my original bynar.txt. All it had was 8 digit binary numbers, 00000001, 00000002, etc. Seemed funny at the time, but after looking at it more it was kind of boring. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Geo<HR></BLOCKQUOTE> should that not be 00000010 instead of 00000002? |
Re: Ai races not using design name file specified in _ai_general.txt file
yeah puke, I was tired when I posted that. In the bynar.txt file it's actually 0000001, 00000010, 00000011, 00000100, and so on.
Geo |
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