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-   -   MOD Help (http://forum.shrapnelgames.com/showthread.php?t=6242)

ar5543 June 7th, 2002 01:30 AM

MOD Help
 
I would like some help and input. I know how to add and edit components. I am now trying new tech areas.
My problem is that when I add to the Racialtraits text and try to add existing race in the game I get the message that the race .emp file cannot load. What do I have to edit or change to get the race .emp files to load in game. Otherwise the game will run fine.
I would be thankful for any input.

Gandalph June 7th, 2002 01:34 AM

Re: MOD Help
 
Once you create new techs, you must also create new .emp's. Load a game, switch all players to human, and save the empire at the beginning of the game.

Captain Kwok June 7th, 2002 03:06 AM

Re: MOD Help
 
If you add the new Racial Traits or Tech Areas to the end of the file, it shouldn't interfere with your current .emp files. By adding your new entires ahead of default ones - it results in all the entries being shifted down and may cause all sorts of strange happenings.

An Example...

Default:

Organic 1500
Crystalline 1500
Temporal 1500
Psychic 1500
Emotionless 3000

*Default Abbidon emp file with Psychic.

Your File:

Organic 1500
Crystalline 1500
Temporal 1500
*Shapeshifters 3000
Psychic 1500
Emotionless 3000

*Default Abbidon will now point to Shapeshifters which may cause an error because it may have more racial points than you are allowed to have.

Pretty much the same idea for any data file.

Suicide Junkie June 7th, 2002 03:56 AM

Re: MOD Help
 
Sorry, captain.

Any change in the number of racial trait options will invalidate all savegames and EMP files.

You need to create new EMPs.
This can be done by starting games with randomly generated AIs and saving them, or you can manually create and save a race by following the race's AI_general.txt instructions.

Captain Kwok June 7th, 2002 04:01 AM

Re: MOD Help
 
Thanks for the tip SJ.

I always assumed that Racial traits operated the same way the other data files did.

ar5543 June 7th, 2002 04:52 AM

Re: MOD Help
 
Thanks for the info SJ. I will try that


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