|
|
|
 |

October 8th, 2002, 03:38 PM
|
 |
General
|
|
Join Date: Mar 2002
Location: Indiana
Posts: 3,229
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
"mmmm... when I create an new race, a .emp file is created. But all the provided infos (description, demeanor...) are written in this file, not in a .txt file in the pictures/race directory like default game races ?"
That is correct.
"And also :
default races have 2000 race points. how can I create 3000 and 5000^points races?"
To do this, go to "Player Settings" when you're starting a new game. (This screen has how many starting planets ans such on it) Then on the bottom box it says; "Racial points for new players." The default is "Low (2000)" just change that to Medium (3000) or High (5000). That should do it. Hope it helps.
__________________
Ragnarok - Hevordian Story Thread
-------------------
I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
|

October 8th, 2002, 04:18 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
So what's the use of AI_General.txt files ?
|

October 8th, 2002, 04:25 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
Quote:
Originally posted by trooper:
So what's the use of AI_General.txt files ?
|
It is used when race is added as random choice. EMP. file worksd only when you add empire manualy.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

October 8th, 2002, 04:44 PM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
and is there a way to generate the general.txt file in rder to have it cmpatible with the .emp ?
|

October 8th, 2002, 05:01 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
General file is used when the race is selected randomly as an AI race.
AI files are not normally needed to play the race, only by AI (and ministers).
To start, for the first release, my suggestion is to copy all AI files from any other race that uses technologies appropriate for your race, and edit the descriptions in AI_general, and make .emp files, and perhaps a custom design names file.
Then you can then edit and refine Research, Design (the most defining ones) and the other files to make it more unique (for example you can’t make them start with armor, but you can make them research and start using it very early), but that is not as easy as it seems and takes a long time of editing and playtest to get it right. I have made several races and consider myself somehow an expert in that matter, however I’m still a relative newbie when it comes to AI.
|

October 8th, 2002, 05:13 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: finalizing new mod...
You can make the Generic file first, start a game using another race (repeat this step until your race is selected as an AI race), change to players to play with your race and save the empire.
However it’s sometimes easier to just copy the data and descriptions between the .EMPs and the AI_General and for example get the right values for your racial characteristics.
IMHO we’re using .Emp files to cover an important missing function in the game, that is the “add default data from this race general file”
Empire files should only be used to save starting options for your race, and setting up multiplayer games.
|

October 8th, 2002, 11:00 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: finalizing new mod...
There are "generic" Versions of all the AI files in the Ai folder; they're all named Default_AI_<something>.txt
Another time that the AI files are used is in multiplayer games like on PBW. If you miss a turn deadline, the AI ministers take over for that turn.
There's a setting in (F11) Empire Status/Empire Options that's supposed to "turn off" the ministers in simultaneous games, but it doesn't work very well. It inspired Geo's "No AI" mod on PBW, which does a better job on that.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|