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P&N and Racial Traits question
Got a ? re P&N since I think I recall reading somewere the the 'Restricted Traits' field in the RacialTraits.txt file does not work yet. It would seem obvious from P&N that you should not pick the Racial Traits in certain combinations. Like picking Pirate and Normal. Are the other combinations that should not be picked together (like it would seem Naturalist should not go with Pirate of Nomadic)
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Re: P&N and Racial Traits question
Pirate/Nomad/Normal are the only traits that should be mutually exclusive.
Picking Naturalists for a Nomadic race might actually be a good idea. You will gain 3000 RP, but lose 40% of your research. If you feel that is a good tradeoff, go for it. I can easily imagine that the race became nomadic because they took the Naturalists trait to the extreme. |
Re: P&N and Racial Traits question
Cool. thanks.
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Re: P&N and Racial Traits question
PS:
Other traits that I have deemed mutually exclusive have been enforced by details of the mod. For example; Pirate/Nomad + Psychics are modded so they do NOT get Allegiance Subverters. |
Re: P&N and Racial Traits question
SJ: You know, I was just thinking about that this morning... I was thinking that you could have some defective colony components that have "normal" and "pirate" as co-requisites. Then you could swamp the ship creation screen so that people that chose "normal" and "pirate" or "normal" and "nomad" traits wouldn't be able to find the functional components amidst the flood of fake components!
Or you could make a handful of blank picture and blank descriptor components that have the co-requisites... place these dummy components at the top of the components list, and the ship construction screen would come up looking blank (and have the first component with an error message telling them what they did wrong, and an explaination of what they should do in the race set up screen to make P&N work). Cheers |
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