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-   -   Ok, so... (http://forum.shrapnelgames.com/showthread.php?t=7714)

PaladinX October 28th, 2002 09:54 AM

Ok, so...
 
Still newish to the game, having fun playing against the AI (I'm not really into multiplayer in general *shrug*) and in the process of making my own shipset cause none of the existing ones quite 'fit' (I'm using screenshots from Homeworld and Cataclysm, yeah, I know, it's been done, but I hoped to do it better http://forum.shrapnelgames.com/images/icons/icon12.gif ). But anyway, I got to thinking about making a mod... See I was working on a mod for Homeworld for a long time, but I can't model (I can code, and draw, but 3d modelling is just beyond me for some reason) and no modellers seemed interested in working on a mod that wasn't based on some piece of literature or film (It's an original concept). I thought I could probably do the mod for this game, even better because I could actually create more than two races, and the concept I had comes from a sci-fi RPG setting I created years ago which involves many races.

So anyway to get to the point, everything seems to lend itself to modding, but I want to change the tech tree to be four or five basic trees, each with their own side trees rather than one basic tree with four or five offshoots. So I was thinking I could add a few zero cost advanced traits in the race setup screen, that I can do, but my question is how do you make them mutually exclusive?

-Paladin

Fyron October 28th, 2002 09:58 AM

Re: Ok, so...
 
You cannot do that. The restrictions and requirements for racial traits are not enabled in the hard code. Just label them as mutually exclusive, and set up the AIs so that they only take one of them, and it will be fine. Players using the mod won't likely take more than one if they want a "fun" game. http://forum.shrapnelgames.com/images/icons/icon10.gif

Also, check out the Modding 101 tutorial linked in my sig. It might have some useful info in there for you.

PaladinX October 28th, 2002 10:16 AM

Re: Ok, so...
 
No workarounds like 0 cost techs that make other techs unavailable when researched?

I'm a programmer, it goes against my training to trust my Users http://forum.shrapnelgames.com/images/icons/icon12.gif

I may be able to think of something I suppose.

-Paladin

Fyron October 28th, 2002 10:23 AM

Re: Ok, so...
 
Quote:

Originally posted by PaladinX:
No workarounds like 0 cost techs that make other techs unavailable when researched?
<font size="2" face="Verdana, Helvetica, sans-serif">You can not have a tech area disable other tech areas. You are stuck using the honor system.

PaladinX October 28th, 2002 10:56 AM

Re: Ok, so...
 
Oh well, I guess I'll start writing it with the honor system for now and hope for the required trait and restricted trait fields to be activated in the next patch http://forum.shrapnelgames.com/images/icons/icon12.gif

-Paladin

Val October 28th, 2002 06:41 PM

Re: Ok, so...
 
Yeah, was trying to do something similar, but couldn't find any work arounds. At least when you setup the AI it will only have the traits you pick for them.

Suicide Junkie October 28th, 2002 09:45 PM

Re: Ok, so...
 
Quote:

I'm a programmer, it goes against my training to trust my Users
<font size="2" face="Verdana, Helvetica, sans-serif">I know what you mean.

In P&N, The Pirate, Normal and Nomad traits are all 0 points, and are supposed to be mutually exclusive.

However, any race that chooses more than one will be obvious as soon as they come in contact with any other empire:
- when you view the race, one of the tabs includes their characteristics, and also lists all traits they picked. They cannot hide.

Ed Kolis October 31st, 2002 03:13 AM

Re: Ok, so...
 
...unless they pick so many traits that the list runs off the bottom of the window... SJ!!! http://forum.shrapnelgames.com/images/icons/icon12.gif


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