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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).] |
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> |
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