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-   -   Modding racial traits (http://forum.shrapnelgames.com/showthread.php?t=6538)

Psychic 5 July 4th, 2002 03:26 PM

Modding racial traits
 
Hello.

I'm trying to add more stuff to the racialtraits.txt data file, but I don't know how the "Required" and "Restricted" labels work. Putting the name of another trait doesn't work at all. What may I put on those to get any effect? I try, for example, to make Ancient Race required for Lucky, and so I put "Lucky" on "Required trait 1". But I still can pick Lucky without Ancient Race.

And I can't download existing empires while using the modded racialtraits.txt file. What's the problem, and more important, what's the solution?

(Oh, in the case you were wondering, I have a registered copy of SE4 Gold)

[ July 04, 2002, 17:06: Message edited by: Psychic 5 ]

Baron Munchausen July 4th, 2002 09:14 PM

Re: Modding racial traits
 
The 'required' and 'restricted' line do not currently work. That's one of many 'intended' features that have not been implemented yet.

.EMP files have an internal table of racial traits. If you change the number of racial traits then the tables are invalid and the game cannot use them. You'll have to create new .EMP files every time you change the number of racial traits. Sorry.

capnq July 4th, 2002 09:23 PM

Re: Modding racial traits
 
One way to create the new .emp files is to start a new game with a large number of random empires, change all of them to human control, and save the empires, repeating as needed until you've got all the ones you want.

Another way is to look at each race's <race>_AI_General.txt settings, and create a "new" race with the appropriate values.

Psychic 5 July 4th, 2002 10:46 PM

Re: Modding racial traits
 
Many thanks (for the .emp file information, too)


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