Re: Guerrilla Race
Feel free to use anything you like. I'm working on SE4 Advanced right now. I might revisit the Masters Mod if there are any errors or balance problems, but content wise, I consider it finished.
Here are the steps to mod your Guerrilla race:
1. Create a new Advanced Racial Trait. Make sure it has a unique racial number.
2. Create a new tech area that requires that racial trait. Set start level to 1.
3. Create a new facility with cloaking abilities that requires level 1 of that tech area.
4. Create a new Intel facility that requires level 1 of that tech area.
5. Create new Intel Projects that require level 1 of that tech area.
6. Copy the contents of the default AI folder into the race folder of your choosing and rename them to match that race.
7. Change the Settings.txt file so the race will choose your new Advanced Racial Trait when you start a new game.
8a. To keep the AI from colonizing AT ALL, simply delete the Colony Ship entries from the AI Design Creation file.
8b. OR, to reduce the rate at which they colonize, play around with the build colony ship entries in the AI Construct Vehicle file. Smaller numbers = fewer colony ships.
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