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  #1  
Old October 7th, 2002, 11:16 PM

trooper trooper is offline
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Default Re: finalizing new mod...

so, if I make a summary :

- no exotic culture and demeanor, or it won't work on another PC.

- 3 levels for the race abilities (I was wondering what was opt1, 2 and 3. Now I know!)

- I'll have a look on the icons with the viewer. BTW, I saw that some of the mini icons designed for the game was not totally transparent (black spots on the screen)

- Impossible to start with a specific research field for a compatible race & AI . But it's possible to design heavely armored ships by editing the AI DESIGN TYPES file ? (what are "spaces per one" values ???)

- AI_Research.txt : not understand clearly what was its purpose. Is there a generic file for that , that I can use ?

Kwok : My ships are hand drawn, scanned and colorized with photoshop. I tried to create various designs for each ship size, not simply a main body and add-ons.
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Old October 7th, 2002, 11:42 PM

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Default Re: finalizing new mod...

By the way, how can I play with my new race (or have it played by an IA). I added the race directory, but it doesn't appear in the "Add existing" race list ?
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Old October 7th, 2002, 11:45 PM
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Default Re: finalizing new mod...

to have your race shown in the add empires thingy you need to make an emp file

It's easy. Just make a race with your race pics, set all the things *down to the description and history* and save the empire after you are finished.

One word of note: if you want your race to perform at all race point settings, you will need to make 3: 1 for 2000, 1 for 3000, and 1 for 5000.

Edit: remember to save your race file(s) in the Empires Folder.

[ October 07, 2002, 22:46: Message edited by: TerranC ]
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Old October 7th, 2002, 11:46 PM
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Default Re: finalizing new mod...

you need to create empire files (.emp)
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Old October 7th, 2002, 11:47 PM
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Default Re: finalizing new mod...

nah nah nah nah nah...
I got here first
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Old October 7th, 2002, 11:55 PM
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Default Re: finalizing new mod...

-Yes, you can make new culture and demeanor, and even as I mentioned earlier, races with specific tech on start up, but as SJ mentioned you have to mod some files in the data folder. It's no biggie if you are just going to use the race in your own games, but if you distribute the race you'll have to distribute the changed data files as well.

-the research file for the AI is the order the AI researches tech. The numbers (25, 33, 50, 100) correspond to how many other research projects will be allowed to run along side that one. As SJ mentioned if you modded your attack ships to use, say, meson bLasters, you have to make sure Pysics 1 is researched and then the tech for Meson bLasters. There is no generic, unless you design ships to fit the so-called generic research file. It's a difficult process to do this file. I've tried a few times. Just ask yourself how you want the AI to go through the techs. Hope that helps.
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Old October 8th, 2002, 12:19 AM

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Default Re: finalizing new mod...

Impossible to start with a specific research field for a compatible race & AI . But it's possible to design heavely armored ships by editing the AI DESIGN TYPES file ? (what are "spaces per one" values ???)"

Well, you CAN add racial traits. Otherwise you just have to tell it to research something. The "spaces per one" defines how MANY get put on the ship (so your heavily armored ship). Basiclly, the lower the number of more of that you end up with on the ship.

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