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December 13th, 2006, 06:28 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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New neutral race
Here's a new neutral race I made for Space Empires V: The Jirwick Infestation.
The Jirwick use new raceportraits and empire flags, but like the other neutral races in SEV they will use the default shipset since the race has no ships of it's own.
1) Installation : This is an add-on for stock SEV. You do not have to create a new mod for it. To add the Jirwick to
your stock games of SEV do the following:extract the zip file, and copy the \Jirwick folder into the Space Empires V\empires folder. this is the directory with all the other races.
You should now be able to use the Jirwick race portrait and/or flag when you create your own race. There's also a chance that the game will add the Jirwick as a neutral computer player to your games (if you have neutral races turned on) There's no guarantee that they will be added to every game, it depends on the number of neutral races the computer adds and the number of neutral races available.
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December 20th, 2006, 05:39 PM
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Corporal
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Join Date: Dec 2005
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Re: New neutral race
Downloaded - nobody's said it yet but that's a great portrait and very in keeping with the existing ones.
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December 20th, 2006, 06:00 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: New neutral race
The Jirwick Infestation is now posted in the sub-forums sticky. If you see I am taking this long to get something tagged you have permission to slap me in the head via PM!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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December 21st, 2006, 04:05 AM
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Sergeant
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Join Date: Nov 2000
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Re: New neutral race
I won't slap you in the head, but I have a nitpicky remark, which is probably just as bad
There's a typo in the sticky it's a neutral race not a natural race.
To Frightlever, thanks there was a thread about this on the main forum that attracted some more attention.
edit: attached a new speechfile to this post, must find a way to get it too work...
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December 21st, 2006, 04:45 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: New neutral race
That’s funny, auto-correction strikes again! Still I usually proof read things before posting them.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 25th, 2007, 05:57 PM
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Sergeant
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Join Date: Nov 2000
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speechfile
I made a speechfile for the jirwick (or any other neutral race). The file is finished, I however seem to have some problems with getting it to work right.
I have tried adding the speechfile to the directory of the neutral race that should use the speechfile, I also changed the line in neutralX_AI_Main.txt to
AI Speech File := neutralX\Neutral_AI_Speech.txt
When I start a game and the neutral is randomly added they will however not send any of the messages, they just send the default ones. When I take control of the neutral player and go into the diplomacy window everything works fine... all the new messages are there..
I may just have messed up, can anyone confirm this?
Would this mean I have to compile an AI to get this to work?
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January 25th, 2007, 07:55 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: speechfile
You'd need to compile the Default_AI_Script with the name of your speech file in place of the stock one...
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January 26th, 2007, 02:56 AM
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Sergeant
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Re: speechfile
I was afraid of that.
I kind of hoped that I could release my new neutral races without AI files, so I could make them refer to the default AI files of whatever mod they would be installed into.
It seems like I can't make them compatible with all the mods without sacrificing the speechfile.
I'll try and compile something, thanks for your help
Henk
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January 26th, 2007, 09:02 AM
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National Security Advisor
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Re: speechfile
It actually doesn't make much sense to have to "override" in the script file (which has to be compiled) when you already have the [Empire]_AI_Main file that specifies the speech file that is much more modder accessible... another item to add to the list...
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