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Old May 4th, 2001, 08:40 AM
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Default Re: \"Primitive\" tech tree

I have done some work on this some time back, I can post the work so far, it was more easy to do then expected.

I have only made changes to the AI files for the races used themselves, and it should therefore be completely compatible with other mods.

I have:

Primitive race files: I kind of deleted all entries for research and shipbuilding in the AI files for this race so it just sits there and builds and does absolutely nothing, wich is exactly what a good primitive should do.

Besides that I have working files for a semi-primitive race wich can be told to be activated after a certain amount of turns in the game, say 80 turns or 120 turns, before that they will act as a primitive, after that as any other normal space travelling race.

I still have some problems, the game keeps filling the primitives homeworld with research stations etc. at the start of the game ( even if there are no entries in the facilityconstruction file) they still start with a full homeworld, they also use these facilities to do random research projects. It's no big problem though, I made something up in the races description that explains it. "the facilities were left behind by a ancient civilisation that studied the primitives"

All this was tested under 1.19 or even before, so I have to test it again under the current Version.

I will finish the special speech file for the primitives and try to make some racepictures, and post everything this weekend. I couldn't stand the primitives using the default speech file, in the new file they'll act stupid, and refer to you as God, and do other things primitives do.

[This message has been edited by henk brouwer (edited 04 May 2001).]

[This message has been edited by henk brouwer (edited 04 May 2001).]
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