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problems by adding new racial traits
Hi
I'd like to add a new racial trait to the game but it does not work. If I play Se4 ( V 1.84) with the new trait, I can't load existing races. Also the map is completely black. I don't know what's wrong. I have made the following changes: RacialTraits.txt Name := Subspace Manipulation Description := Gains access to the Subspace Studies Technology Tree. Pic Num := 0 General Type := Advantage Cost := 1500 Trait Type := Tech Area Value 1 := 6 Value 2 := 0 Required Trait 1 := None Required Trait 2 := None Required Trait 3 := None Restricted Trait 1 := None Restricted Trait 2 := None Restricted Trait 3 := None TechArea.txt Name := Subspace Studies Group := Theoretical Science Description := The study of Sub Space phenomenon and manipulation. Maximum Level := 1 Level Cost := 100000 Start Level := 0 Raise Level := 0 Racial Area := 6 Unique Area := 0 Can Be Removed := False Number of Tech Req := 0 Components.txt Name := Subspace Energy Beam I Description := Pic Num := 291 Tonnage Space Taken := 40 Tonnage Structure := 40 Cost Minerals := 500 Cost Organics := 0 Cost Radioactives := 500 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 5 Restrictions := None General Group := Weapons Family := 2959 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Subspace Studies Tech Level Req 1 := 1 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 0 0 0 0 0 Weapon Damage Type := Skips Armor Weapon Reload Rate := 1 Weapon Display Type := Beam Weapon Display := 9 Weapon Modifier := 0 Weapon Sound := lightray.wav Weapon Family := 712 (As far as I know the numbers of "Family" and "Weapon Family" are user-definied numbers and can be choosen by the modder) Anyone knows where's the problem? Cu Ben |
Re: problems by adding new racial traits
I don't know about the map problem, but are you trying to load the races from the .emp files, or are you using the "add random computer oppenents" option?
The existing .emp files will no longer be valid when you add new racial traits, but you should be able to add in random opponents. Then when you are playing, select the "Players" button under the Game Menu (F2), set all the empires to human, and then save each empire under a new name when each of the turns come up. You can use these new .emp files for setting up desired combinations of opponents. Just a bit of info, and if I'm in error about any of it, I'll soon be corrected http://forum.shrapnelgames.com/images/icons/icon10.gif . |
Re: problems by adding new racial traits
1. If you add racial traits, you'll need to add them to the bottom of the racial traits file, or it will give errors when it tries to load old empires with racial traits.
2. After you make a mod and start a new game with it for the first time, sometimes the map doesn't show up the very first new game. I forget exactly what the cause and real fix are, but the workaround is simple and once-only: just save the game and then re-load it, and the map will appear. PvK |
Re: problems by adding new racial traits
Quote:
Don't worry about EMPs You can always create a new race, and the randomly generated races will still work! As for number 2, PvK has it. Just save and reload. The next game you start should be normal. The blank map problem seems to only occur the first time you run SE4 with the new mod. Its very odd. [ May 15, 2003, 03:09: Message edited by: Suicide Junkie ] |
Re: problems by adding new racial traits
Moving racial traits around has no effect on the loadability of emp files. Adding traits to the end of the file does not allow old emps to load.
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Re: problems by adding new racial traits
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