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Re: finalizing new mod...
you need to create empire files (.emp)
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Re: finalizing new mod...
nah nah nah nah nah...
I got here first http://forum.shrapnelgames.com/images/icons/icon10.gif |
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. |
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 |
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. |
Re: finalizing new mod...
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PvK</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Aaahhhh !!! That's why you made such bizzare AI_general files for Proportions AI ! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif And I thought you were smoking something... http://forum.shrapnelgames.com/images/icons/icon7.gif |
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 ? |
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. |
Re: finalizing new mod...
So what's the use of AI_General.txt files ?
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Re: finalizing new mod...
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