![]() |
Custom Advanced Traits
Anyone know if it is possible to make custom advanced traits? I'm thinking the advance traits are in one of the .txt files buy I can't find it. (I'd like to create some advanced traits for Star Trek races so for example romulans would have plasma tech as an advanced trait so only they would build and use plasma weapons them) IF this is not possible is there any other way to make it so a race cannot get certain weapon types?
|
Re: Custom Advanced Traits
You need to look at RacialTraits.txt, and add a related entry to techarea.txt (using the racial tech #)
The only way to RESTRICT a tech from one race is to make all the other races choose a trait that gives them that tech. See P&N, to see how I added racial traits, and restricted Pirates & Nomads from getting Normal techs. |
Re: Custom Advanced Traits
Thanks. Any idea why when I add a Category to advance traits, then go into new game I cannot add any races (says cannot load emp file) and if I create a race and start the game. the system and galaxy window are blank! :-(
|
Re: Custom Advanced Traits
All EMP files are invalidated, since the number of racial traits has changed.
I suppose that the EMP records the chosen racial traits in a "yes,yes,no,no,yes,no" manner, thus confusing SE4 when it ends at the wrong time. Randomly generated races do not suffer that problem unless traits are removed, since they pick traits by name according to the AI text files. The blank universe is a wierd quirk... just start a second new game, and you won't see it again, until you change the racial traits again. (Even when you shut down & reload SE4, it dosen't come back... very wierd, but only happens once per mod) [ 19 January 2002: Message edited by: suicide_junkie ]</p> |
Re: Custom Advanced Traits
the first time i had that happen to me, i spent hours trying to figure out what i did wrong with my mod.
|
Re: Custom Advanced Traits
Yes you can do this. I have done it, but lost interest. If your interested in how to specifically do it, post, and I or someone with more experience will help.
|
Re: Custom Advanced Traits
The blank galaxy problem seems to appear when you attempt to load a game started without the new racial trait or as it’s been suggested here without restarting the game after making the changes.
Another good idea is to give the mod directory (you’re using a mod directory, right? It’s not advisable to change the standard data dir.) it’s own “empires” and “savegame” subdirs so you don’t mix files meant to be used by “incompatible” Versions. BTW David your Romulan plasma weapons sound like a good addition for the Sci-Fi Crossover mod we’re making. We could use your help. |
Re: Custom Advanced Traits
..hence I can't load ANY emp file! Thanks, that helped a lot. =)
The blank universe thing also happens when one of your modded files are eroneous, i.e. has a blank line too many between say components. I think. |
Re: Custom Advanced Traits
Actually, no. The blank line just makes SE4 read it as the end of the file. Really useful for when you're screwed up, made SE4 crash, and need to isolate the problem.
Phoenix-D |
Re: Custom Advanced Traits
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>..hence I can't load ANY emp file! Thanks, that helped a lot. =)<hr></blockquote>You can only load EMPs that were created under a mod with the same number of racial traits.
So, you just have to start games with random empires, and save them in-game as EMPs. |
Re: Custom Advanced Traits
Working on a mod that requires all the AIs to use a new custom racial trait. I modded the racial trait fine, and I modded the racial trait numbers in reverse (like it is in P&N). Now some of the AI select the trait and some don't and I don't know why.
Does anyone know what might be wrong? |
Re: Custom Advanced Traits
In each race's AI_General.txt, you have to make them choose that new trait.
You must add it three times, one for each amount of starting racial points. If it is a zero-cost racial trait, be sure to call for it BEFORE the other traits are called for. As soon as the AI runs out of racial points, it quits, even though it could still afford a zero (or negative) cost trait. If there are no traits being chosen by the AI (common for 2000 point games), then you must decrement one of the characteristics, so that it will have at least 1 racial point available when it looks at adding the advanced traits. Otherwise, again, it will quit immediately. I have written a program to do the above automatically, along with some other changes. I can tweak it for you; just give me the names of the traits you need the AIs to always choose. |
Re: Custom Advanced Traits
Ahh. I bet that's my problem.
Yeah, if you want to send me your program, the racial trait is called "Standard Propulsion." The mod might have others, but I haven't decided yet. |
Re: Custom Advanced Traits
Here is a link to a thread about some more abilities that are in the exe for racial traits, but are unused in the normal game:
http://www.shrapnelgames.com/cgi-bin...=003414#000004 |
Re: Custom Advanced Traits
Quote:
|
All times are GMT -4. The time now is 06:27 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.