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Converting shipsets to mods
This probably has been mentioned before, but I was wandering how to go about converting different shipsets to all of the mods that are out there. One shipset I like to play is the Shark (can't remember the full name). How can I go about modifying it so I can use it in TDM, Proportions, the various Star Trek mods, etc? What exactly ai files do I have to alter for the shipset to play in each mod?
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Re: Converting shipsets to mods
I can only speak to the Star Trek Mod.
If it is just going to be you playing, simply delete your old research file and set up your empire in the player screen as you wish and play. (The game will automatically use the default research file which is GENERAL TECHNOLOGY unless you specify another racial technology when you set up your player on the players screen in the game.) However, if you want the Sharks to be played by the AI you will have to do a bit more work, not too much, but some. First you will have to identify a simular race and copy over, rename, and replace the sharks Research file. The reason for this is that the Mod uses several new technologies that have to be researched and non mod research files will not work. Choosing which race to use should not be to difficult because all of the 10 primary races have race specific technology. Just find the race that has the "best" fit and use their reseach file. If the Sharks are a lot like say the Klingons, then use the Klingon Research file. When you set up your EMP files for your race be sure to select Klingon Technology in the Racial Traits before saving. This way if you ever put the Sharks under AI control they will use the new Research file (Named sharks_AI_Research of course). There is also GENERAL technology but that is very limited. I have also included 5 extra PLACE holders for new racial traits in the racial traits file so if you really wanted to, you could add technology for your race. [ October 29, 2003, 20:46: Message edited by: Atrocities ] |
Re: Converting shipsets to mods
Fyron tought us in AIC to copy the Ship Set then add and rename the closest style existing AIC Race file to that race.
For example I like Star Treks Federation Ships set so I copied it to a new AIC Races Folder called FED, deleted the original Federation AI files then Copied the AIC Eees files in the new FED folder and renamed them from Eee_AI_DesignCreation to fed_AI_DesignCreation and so on. I hope this helps http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 29, 2003, 20:52: Message edited by: QBrigid ] |
Re: Converting shipsets to mods
Make sure to keep all the description info from AI_General.txt though. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Converting shipsets to mods
For TDM you don't need to chaneg anything, just make sure the shipset is located in the right spot in the TDM folder.
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Re: Converting shipsets to mods
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Mephisto, what do you mean by the "right spot"? Are you talking about putting the shipset in the races folder under the picture folder? That's the only "right spot" I can think of. |
Re: Converting shipsets to mods
That's exactly what I meant. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Converting shipsets to mods
Unless you want the shipset to have some special effect in a mod, don't you only need to install the shipset with all the others, and it should appear for all mods?
PvK |
Re: Converting shipsets to mods
Agreed PvK.
That is what I also do; Copy the added Ship Set plus my favorite Speech file to that MODs new Race Folder. If one wants to add additional Race Ship Sets to a Mod to play against, then you must add the AI as Fyron recommends also to follow Fyrons advise if one desires to drop out of a multiplayer so atleast some AI will continue in your absence. Besure that this new AI has the existing play MODs AI General file, to insure any Char, Happiness, Design Name,Planet Type, Atmosphere, Culture and Trait changes will take effect http://forum.shrapnelgames.com/images/icons/icon12.gif For example with QB's AIC Eees AI to the FED. the Eees general file must be used as well as all others and renamed to FED_AI_General.txt etc. Other wise you may not have a Race or Home World that you would normally expect http://forum.shrapnelgames.com/images/icons/icon9.gif This also would apply to interchanges with most mods, for example Proportions as well QB, if you wanted the Star Treks FED in a Proportions game you would use PvKs Eee AI to that new FED folder and besure to rename all. Other wise you may not have a Race or designs that you would normally expect. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon7.gif [ October 30, 2003, 20:57: Message edited by: JLS ] |
Re: Converting shipsets to mods
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Re: Converting shipsets to mods
You can cheat and have the shipsets installed in the stock folder, and then create an empty folder with the same name in the mod's shipset folder. Only those folders in the mod's race folder will be available in-game. If any files are missing from there, it will then look for those files in the equivalent race folder in the stock folders. Of course, you still want some AI that will work with the mod in the mod's race folder (unless it is TDM, where stock AIs can work), or else it will try to use the AI files from the stock folder. But, there is 0 need to duplicate any bitmaps.
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Re: Converting shipsets to mods
Of course, Fyron thanks.
If I understand you and using QBs example. I put the AST FED Ship Set in se4 Race folder. Proportions MOD race folder would have FED with only Proportions AI files and no pics. DevNul Mod race folder would have FED but with only DevNul AI files and no pics. The same would apply to all MODS in se4 gold main. EXELENT http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 30, 2003, 23:24: Message edited by: JLS ] |
Re: Converting shipsets to mods
All I have to do now is put all the Star Trek Ship Sets in the se4 default Race Folder then add the ST blank folder names in AIC Race Folder and add AIC AIs, just rename them. Cool now I will move most of the stock se4 races to AIC's {Races removed from play folder} and just play with 13 or more new Ship Sets for awhile.
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Re: Converting shipsets to mods
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Re: Converting shipsets to mods
Yes.
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Re: Converting shipsets to mods
Ok, thanks for info. Now to add those shipsets http://forum.shrapnelgames.com/images/icons/icon7.gif
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