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  #1  
Old April 26th, 2008, 11:48 AM
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Default Re: MOD: Space Empires V - Babylon 5

Add the constant for your new trait as you've already done. Then copy one of the [EmpireName]_Setup_Script.txt files and rename it Narm_Setup_Script.txt. You'll see a function in that file that chooses the racial traits for that empire. Replace one of them with your new trait constant - in this case you'd want it to be added first. Open the Narn_Setup_Script file with the Script Parser and hit compile. It will make Narm_Setup_Script.csf, which you can then place in your Narn empire folder. If the game picks the Narn as an AI race, it will choose your trait.
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Old April 26th, 2008, 11:50 AM
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Default Re: MOD: Space Empires V - Babylon 5

The Wiki has some more coverage on how the scripts work in general:
http://wiki.spaceempires.net/index.p...ting_%28SEV%29
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Old April 26th, 2008, 02:27 PM
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Default Re: MOD: Space Empires V - Babylon 5

Got it, thanks.
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Old April 26th, 2008, 03:17 PM
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Default Re: MOD: Space Empires V - Babylon 5

A few quick questions:


Is there any way to alter a ships speed in combat ? It seems the movement speed of the vessel is always proportionally tied to its system-movement speed. Any way to change this ?

Even though my mod folder has only 2 empire files (EA, Narn), the AI creates new games with stock races. How can i tell the game to ONLY use the custom races inside the gametype folder ?


Is there any way to make buildings "unbuildable" ? I.e. make homeworld facilites unique ?
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Old April 26th, 2008, 03:41 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
Is there any way to alter a ships speed in combat ? It seems the movement speed of the vessel is always proportionally tied to its system-movement speed. Any way to change this ?
There are bonus movement abilities available. I don't think the formula that determines base movement as a function of strategic movement is modifiable though.

Quote:
Even though my mod folder has only 2 empire files (EA, Narn), the AI creates new games with stock races. How can i tell the game to ONLY use the custom races inside the gametype folder ?
There is a line in the Mod_Definition.txt file that determines whether stock races can be used. I forget the name.

Quote:
Is there any way to make buildings "unbuildable" ? I.e. make homeworld facilites unique ?
IIRC homeworlds can start with facilities unavailable for construction, if you add them in the homeworld starting facilities data file.
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Old April 26th, 2008, 05:16 PM
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Default Re: MOD: Space Empires V - Babylon 5

Yet again, i have a problem.

I have both the EA and NARN empire files in my gametype folder. I start a game w/ 2 players and everything is fine until a combat happens or i open the combat simular (ground/space does not matter).
Instead of opening the combat screen, i get an "index out of bound" error and SEV crashes.
Note that this happens when i enforce EA and NARN (allow stock races: FALSE).

Once i enable stock races, everything is fine. Even with EA and NARN and lets ay Eee in the game, combat works and so does the simulator.

Any idea why the game enforces the use of stock races in this case ?
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Old April 26th, 2008, 08:05 PM
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Default Re: MOD: Space Empires V - Babylon 5

Maybe you just need more than 2 shipsets available. Try putting all of the B5 races in there.
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