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  #1  
Old February 19th, 2004, 06:09 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Let the game generate races randomly.
Then save their .EMP files.

That's all.

I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.
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  #2  
Old February 19th, 2004, 07:24 PM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by Suicide Junkie:
Let the game generate races randomly.
Then save their .EMP files.

That's all.

I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.
Ok, thanks, SJ. I'll do that the next time I play the mod.
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  #3  
Old February 19th, 2004, 09:22 PM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.

Cheers!
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  #4  
Old February 19th, 2004, 10:43 PM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
nonono, all wrong.

*klonks David over the head with a Shovel.

Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember?

[ February 19, 2004, 20:45: Message edited by: Rollo ]
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Devnull Mod Gold:
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  #5  
Old February 19th, 2004, 10:54 PM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.

Cheers!
Ok. I'm just not used to that. Most mods have existing races, with the .emp files included. But if I got to create my own race, that's no problem.
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  #6  
Old February 20th, 2004, 03:36 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Wait, what Version is that again?
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  #7  
Old February 20th, 2004, 04:08 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by Rollo:
quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
nonono, all wrong.

*klonks David over the head with a Shovel.

Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember?

Thanks Rollo, a good klonk always clears the head. I actually forgot about that. So yeah, create your own new .emp files, yeah, yeah that's the ticket.

Cheers!
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