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October 7th, 2002, 11:42 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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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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October 7th, 2002, 11:45 PM
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Brigadier General
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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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October 7th, 2002, 11:46 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: finalizing new mod...
you need to create empire files (.emp)
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October 7th, 2002, 11:47 PM
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Brigadier General
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Re: finalizing new mod...
nah nah nah nah nah...
I got here first 
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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October 7th, 2002, 11:55 PM
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Sergeant
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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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October 8th, 2002, 12:19 AM
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National Security Advisor
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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.
Phoenix-D
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October 8th, 2002, 02:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: finalizing new mod...
Re: Spaces per one.
If you have a spaces per one value of, say 40, and the hull size happens to be 400 (light cruiser), the AI will put 10 of those components on.
The reason why you don't specify "add exactly 10 of this item" is because the design patter will fit more than one hull size (minimum tonnage up to Maximum tonnage), and this will scale the number to match the latest tech hull.
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