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-   -   race new techs - race tech files (http://forum.shrapnelgames.com/showthread.php?t=6766)

Crazy_Dog July 24th, 2002 02:53 PM

race new techs - race tech files
 
Can Malfador do this ?

If i race have a specific tech tree (like the borg from Atrocities), can it be placed in files others than the standard ones ?
That way is not necessary to mess with MM files and is possible to create real unique races.

[ July 24, 2002, 14:58: Message edited by: Crazy_Dog ]

Fyron July 25th, 2002 12:48 AM

Re: race new techs - race tech files
 
No. Each mod can only use one set of data files.

Pax July 25th, 2002 01:57 AM

Re: race new techs - race tech files
 
However it is concievable that people could produce mods that are SOLELY the new racial technology ... with instructions on whoch bit to paste where in the core data files.

This woudl work best if the new technology didn't CHANGE prior components and facilities, but instead, CREATED new ones -- IOW, the way Racial Technologies work in SE4 today.

It would require more end-user savvy, if they wanted to take such-and-such modpack and add so-and-so's new recial technology type ... and AI's would be utterly clueless about the new tech field as well.

But theoretically, it IS possible for a humans-vs-humans, no AI game.

Andrés July 25th, 2002 04:09 AM

Re: race new techs - race tech files
 
It's a little more complex than what you are suggesting, but that's the main idea behind the Sci-Fi Crossover mod.
I hope I can get to work back on that soon. Too many unfinished projects! http://forum.shrapnelgames.com/images/icons/icon12.gif


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