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April 5th, 2001, 10:33 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
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Re: New SE4 Race: the Pyrochette Empire
First all Dynarr, thanks for your kind words... Believe me, really it's an honor to me your comments, because you (with Tampa and Mephisto) have inspired my work!
About your suggestion to use the "Conqueror" culture, I agree with you that fit much better with the race RP than the "Artisans" culture (btw thanks for the new cultures, and you can be sure that I'll play with it in my computer), but I'll keep the "official" Pyrochette race with the " Artisan" culture. Why? Because I want to keep all the original SE4 settings.
One more thing: the Conqueror Culture is a great idea to give bonus to the AI, then honestly, I believe that any race included into the Modpack, will be deadly with this Culture.
Again, thanks.
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April 6th, 2001, 01:14 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
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Re: New SE4 Race: the Pyrochette Empire
Sorry about that.
I didn't want to suggest to you to change their default culture in files but was nearly suggesting to all the people that use my cultures mod (not everyone has to or will, of course) to make them conquerors.
Of course, if you change their default culture to conquerors all people would HAVE to use my mod when playing with this race, and that wouldn't be right.
When I was making conquerors culture I was aiming it to be used by races that would be a huge threat the entire galaxy (something like default MEE, only this time literally Mega Evil). So far I haven't found any race competent enough and with right RP model to use this culture. This is where Pyrochette kick in. They have all the stuff needed for it.
All I know I will use them in every game I play. 
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April 6th, 2001, 01:27 AM
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Private
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Join Date: Mar 2001
Posts: 4
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Re: New SE4 Race: the Pyrochette Empire
You can use this empire in random games. The problem is in AI_General.txt with the race description. Remove the new lines and it works fine.
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April 6th, 2001, 03:12 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: New SE4 Race: the Pyrochette Empire
Dynarr: Ok, I can see your view. And as I said, I'll use your MOD in my computer.
Procyon: I found a mistake in the General.txt, that explain the error Messages when you use the Pyrochette as random.
Exist a line that say:
Name := Herald
And must be
Name := Pyrochette
When I have started to do the AI, I had not the authorization to use the Pyrochette name... then I used the Herald name, and I forgot to rename this line.
But, although you could use the Pyrochette as random, STILL you will have the problem, that the empire generated will be much more weak than the *.emp file.
You can test it, if you want: after start a game with a random Pyrochette, change the Pyrochette to human control, and then, save the empire (using a different name than the original!).
Finally, start a new game, and into the game settings, compare the random empire that you saved, with an original *.emp file.
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April 6th, 2001, 06:36 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
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Re: New SE4 Race: the Pyrochette Empire
Great Race!
Yes, Herald was a problem  but he has gone on to a better place 
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