
January 8th, 2003, 08:01 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Racial Tech-Traits Mod
Quote:
Originally posted by Pax:
quote: Originally posted by PvK:
Muahahaha!
Did a test.
It seems, from my brief test anyway, that the name of a racial trait is essentially a special effect for human benefit only.
Which means that it may be very easy to make the names not contain the information about what traits a race has chosen, or, for instance to have any number of traits with the same name, and give them varying effects, so opponents won't be able to tell exactly what traits a race has simply by looking at their info file.
PvK
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In other words, everyone gets "Custom Racial Trait" ... and are DIRECTED, when building their final EMP files, "Use the #5 position" ... ?
Hmm, wait. Even better. SE4 only cares about the NUMBER of entries in teh RacialTraits.txt file, right?
Hand out, for EMP building, player-specific racialtraits.txt files. Lots of entries, one of them labelled "yours", the rest labelled "not yours" or used for standard SE4 traits. Each player-specific racialtraits.txt file has NO information on the customs that aren't theirs.
Everything custom, ofc, is appended on to teh end of the REAL racialtraits.txt file, in player order.
You don't need to make different setup mods, just one. The descriptions can contain for instance a password that doesn't identify the player, or informative descriptions (for a mod that just wants to protect choices from observation). The names can all be the same though, so people can't determine who chose what.
PvK
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