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-   -   Cylons and TDM Modders OK (http://forum.shrapnelgames.com/showthread.php?t=3192)

Dracus May 26th, 2001 03:30 PM

Cylons and TDM Modders OK
 
As some of you know, I am working on the Cylons. As they were very limited in ship types on the show And I can't seem to think up any ships that would work for them. I have decided to make them a primary AI race. (A human player could play them but would be limited in the types of ships.) To di this I had to add a race trait and a tech level for that trait and set the research to prevent them from using the ship research tree. It is working out very well so far.

I need to know if the other modders in the tdm would mind if I did the emp files again for their races (to be included with the cylon release) so that the cylons could be add on top of the tdm mod with out any problems?

Baron Munchausen May 26th, 2001 08:29 PM

Re: Cylons and TDM Modders OK
 
I don't think you have to go to all of that trouble just to restrict the classes of ships they build. Just modify their DesignCreation file. Set the designs to hav size limits that exclude the classes that you don't want them to build. I'd really recommend that they be allowed small ships up to destroyer size even if you never saw these on the show. They have to be able to play the early game! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif But then, you could cut off research on the standard ship design field and switch them to fighters/carriers. That would produce a pretty realistic imitation of the Cylons, I think.

Dracus May 26th, 2001 09:57 PM

Re: Cylons and TDM Modders OK
 
At this time, they start out with a big advantage as they start with a larger hull size and the base ships will be faster due to the limited number of ships they have, but they have 5 or six sizes of fighters (I have not decided yet.)

I asked MM about doing special ships for a race and was informed that the best way is to make them a race trait and remove restrict them from using the ship construction trait.

I thought I read that to do a new race trait, you have to recreate all the emp files. If not then good, I can finish them up sooner and post them.
(would be nice to set them as a natural enemy against the colonials maybe in a future patch)

>Unless someone would like to help with making ships for them.<

[This message has been edited by Dracus (edited 26 May 2001).]

Suicide Junkie May 26th, 2001 11:19 PM

Re: Cylons and TDM Modders OK
 
Yeap if you change the racial traits, then all EMPs will have to be resaved.

Just start random games, and save the empires. They will then work properly.

I suggest saving them as "mod_racename"

Alpha Kodiak May 27th, 2001 04:40 AM

Re: Cylons and TDM Modders OK
 
If you do need to redo the Rage .emp for this project, you have my permission. This sounds like a cool mod!

Dracus May 29th, 2001 03:26 PM

Re: Cylons and TDM Modders OK
 
I have no problem with the updated ships being added.

Tampa_Gamer May 30th, 2001 01:13 AM

Re: Cylons and TDM Modders OK
 
Dracus - no problem here with regard to you modifying the .emp files for the Darlok, Piundon and Colonials and including them in your own pack. Actually, since you made the Colonials' shipset, no permission needed there. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif How do you and Atrocities feel about updating the Colonial shipset with the revised Version in the next Version of TDM?

[This message has been edited by Tampa_Gamer (edited 29 May 2001).]


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