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  #1  
Old March 25th, 2001, 05:55 PM
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geoschmo geoschmo is offline
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Default Re: Ai races not using design name file specified in _ai_general.txt file

Baron,

That is kind of what I was thinking, cause I know SEIV does weird things like that in other cases where files are missing or duplicated.

So to fix it I added new design name files so that there is no duplication. Now all 26 races have there own unique design name file. ( I have not uploaded this yet)

It still seems to not be woking though. If I quick start with a race it does not use the correct design name file. And they never seem to use the same one either from game to game.

I am thinking it's one of two things. Either it's a bug that MM will have to fix, or I may have a typo in one of the ai_general files, which is causing it to get out of sequence. I am looking for the second. Can't do much about the first, although I did email Aaron.

Geo
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  #2  
Old March 25th, 2001, 10:03 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Ai races not using design name file specified in _ai_general.txt file

quote:
Originally posted by Q:
Baron did you post your name files anywhere so we could use them? Your description sounds very interesting.


I was thinking of donating them to MM, actually. Then they could come out in a patch. I've got a lot of original stuff, and I've edited some of the default files to be more consistent. New names files:

Animals (non-bird animals),
Birds (gave this to Krill since they are described as having vestigal wings),
Business (business and financial terms),
Celtic (Celtic myth),
Chivalry (Arthurian and other Medieval heros plus some terms and concepts from medieval/chivalric life - used for Toltayan since they are "Feudal society"),
Creature (scifi/fantasy/mythical creatures that aren't in the other mythical files),
Foolish (yep, words for foolishness and general nerdiness, uh... except 'geek' and 'nerd' which are in the next file...),
Hacker (hacker jargon lifted straight from the jargon file. This was easy to research with my web browser! )
Insects (perfect for the XiChung!),
Latin (Roman Empire provinces, generals, etc. een some of their enemies like Hannibal)
Marine (fish and other marine life. Good for Sergetti since they are aquatic),
Musical (musical instruments, types of songs),
Norse (Norse myth),
Occult (a combination of new-age jargon with traditional spookiness terms. Works great for the Cue Cappa! ),
Plants (Trees and flowers, mainly. Good for any organic race. I gave it to the Drushocka.),
Tools (everything from adz to pickaxe)
Weapon (Hand weapons, not guns. Many terms for swords, spears, and such weapons plus medieval terms for piecesof armor like bracers and greaves),
Weather (types of weather, names of storms, strange winds, etc. Works well for the Abbidon)

Some of the original files have also been dramatically revised. Helvetic/Ravager have occupied a lot of time, for example. I've been trying to divide them into merely 'militarist' terms for ravager and more 'criminal' or 'evil' terms for helvetic. Many of the regional names files like Africa and Asia and Middeast have also been revised. There's less overlap between them and more familiar names (like Zanzibar for Africa) to make them more interesting.

[This message has been edited by Baron Munchausen (edited 25 March 2001).]
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Old March 26th, 2001, 09:32 AM

Talenn Talenn is offline
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Default Re: Ai races not using design name file specified in _ai_general.txt file

Add a .txt in the 'General' File on the line with the name file you want to use. As long as no other race is already using it (ie each race has its own unique file) it should work fine.

Good luck!

Talenn
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Old March 26th, 2001, 04:58 PM
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Default Re: Ai races not using design name file specified in _ai_general.txt file

Talenn!!! You Da Man!

That was it. Thank you very much for the tip. I wonder if Aaron knows about that because the default races have the same problem.

Expect a TrekMod update sometime this afternoon to correct the problem.

Geo
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Old March 27th, 2001, 09:53 PM

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Default Re: Ai races not using design name file specified in _ai_general.txt file

Glad I could help. This was one that bugged me for a long time too. I finally figured it out and was so happy I could finally get the right races to use the right names so I share your joy!

Talenn
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Old March 27th, 2001, 10:35 PM
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Default Re: Ai races not using design name file specified in _ai_general.txt file

quote:
Originally posted by Baron Munchausen:
I was thinking of donating them to MM, actually. Then they could come out in a patch. I've got a lot of original stuff, and I've edited some of the default files to be more consistent.


Baron, how about posting them here as well. We could use them before the next patch is out, you know.
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  #7  
Old March 27th, 2001, 10:37 PM
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Default Re: Ai races not using design name file specified in _ai_general.txt file

Talenn,

I thouhgt you might like to know, I contacted Aaron about this issue, and we was unaware of it. I let him know what was happening and the fix that you found.

Kudos!

Geo
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