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March 27th, 2001, 11:46 PM
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Re: Ai races not using design name file specified in _ai_general.txt file
quote: Originally posted by Daynarr:
Baron, how about posting them here as well. We could use them before the next patch is out, you know. 
Well, I keep adding to them, so I never feel that they're finished.  But, since I probably never WILL feel that they're finished I guess there's never going to be a better time to share them.  Let's see if I can successfully upload a file here...
[This message has been edited by Baron Munchausen (edited 27 March 2001).]
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March 28th, 2001, 01:22 AM
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Re: Ai races not using design name file specified in _ai_general.txt file
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March 28th, 2001, 03:55 AM
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Re: Ai races not using design name file specified in _ai_general.txt file
I don't mind if anyone uses these in mods or something. It's just a list of words, after all, and it can contribute to the 'atmosphere' of the game. Especially now that we've figured out that if you put the .txt at the end of the name it works!  The Latin.txt file is great for 'regal and imperial' type races. I gave it to the Sallega since they are described as having this 'genetic' caste system with a ruling class that lives several times longer than the peons. The Fazrah and the Krill are rather nasty sorts, so I gave them the Animals.txt and Birds.txt respectively. Oh, and I gave the Jraenar 'dinosaurs.txt' but it's been expanded to many more names. Haven't restarted since making the Hacker.txt file but I gave it to the Praetorians since they have so much "cybernetic enhancement' of their bodies. It was either them or the Xiati. It'll be interesting to run into ships with names like "Geek" and "Frankenputer" and "Fnord"!
[This message has been edited by Baron Munchausen (edited 28 March 2001).]
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March 28th, 2001, 04:48 AM
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National Security Advisor
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Re: Ai races not using design name file specified in _ai_general.txt file
Thanks Baron, I have included them in TrekMod Version 1.01 that I just posted to the mod forum.
I used the Hacker.txt for the Bynars. I like it better than my original bynar.txt. All it had was 8 digit binary numbers, 00000001, 00000002, etc. Seemed funny at the time, but after looking at it more it was kind of boring.
Geo
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March 29th, 2001, 06:28 PM
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Re: Ai races not using design name file specified in _ai_general.txt file
quote: Originally posted by geoschmo:
Thanks Baron, I have included them in TrekMod Version 1.01 that I just posted to the mod forum.
I used the Hacker.txt for the Bynars. I like it better than my original bynar.txt. All it had was 8 digit binary numbers, 00000001, 00000002, etc. Seemed funny at the time, but after looking at it more it was kind of boring. 
Geo
should that not be 00000010 instead of 00000002?
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March 29th, 2001, 08:41 PM
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Re: Ai races not using design name file specified in _ai_general.txt file
yeah puke, I was tired when I posted that. In the bynar.txt file it's actually 0000001, 00000010, 00000011, 00000100, and so on.
Geo
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