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  #151  
Old March 14th, 2001, 07:38 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

The .emp files are created when you save a race to file. I think they record all the data regarding characteristics, settings, ministers etc.
I think if the computer chooses them and you switch them to player control then save the race you can create the .emp files with the new traits saved.
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  #152  
Old March 14th, 2001, 08:29 PM
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Default Re: A pirates life for me...

Um, we are going to have to edit all of the .emp files anyways, to give them either colony ship tech or pirate tech racial traits.

Why is this a problem if its something we'd be doing anyways?
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  #153  
Old March 14th, 2001, 08:41 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

Creating the .emp file is not a problem. Just let the computer pick the races, change them to human and save the race, maybe give it a slightly different name so you keep the original races available.
I suppose all the AI files will have to modified for any Pirate AI race created.
I'm just wondering why adding a trait caused the standard game to fail but worked in the mod pack directory. I didn't think the mod pack changed anything except the AI files.
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  #154  
Old March 14th, 2001, 08:51 PM
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Default Re: A pirates life for me...

I would suspect that SE4 is more lenient on the Mod directory, since it can always fall back to the original files. If something small is left out, a default value can be used, and if it fails anyways, use the original files.
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  #155  
Old March 14th, 2001, 08:55 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

Thats possible. The guy who made the DMan mod said in another thread that he was able to add a trait so I think it is possible to add one and make it work. I'm just not very good with programs. I'm a trial and error guy, I try and make a lot of errors .
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  #156  
Old March 14th, 2001, 08:56 PM

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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:
Um, we are going to have to edit all of the .emp files anyways, to give them either colony ship tech or pirate tech racial traits.

Why is this a problem if its something we'd be doing anyways?




My concern was that something that was supposed to be moddable - the racial traits - isn't. To me this should be answered whether or not it causes us a problem in our PR project.

How are you goin to edit the existing races .emp files if you can't add em to to the game so that you can then edit them? (to edit a race, you must 1st add them as an existing race to your game, then go into the race, change whatever settings you want, and save it. - if there is another way, please let me know cuz I musta missed it)


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  #157  
Old March 14th, 2001, 09:04 PM

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Default Re: A pirates life for me...

WH,
You don't edit the .emp files. They are created when you save a race. I think they contain the various points used, traits, culture etc. They can contain Minister settings for example and even ship designs used by the race.
I don't know if you remember but before patch 3, I think, not all the standard races could be manually chosen to add to a game but if they were chosen and you took control of them and saved the race you could then manually add them to a game.
I think the Pirate trait can be added, any trait for that matter, but its just that the info stored in the existing race .emp files won't have the new trait and therefore won't be available until you save the race during a game where the trait has been added to the Racial Trait file.
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  #158  
Old March 14th, 2001, 09:19 PM
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Default Re: A pirates life for me...

Even in the worst case scenario, you could simply create a new empire, set all its traits to the original's and then click "not-a-pirate" racial trait, and save your .emp.

AFAIK: The .emp dosen't contain any AI stuff, just old ship designs and racial traits and descriptions.
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  #159  
Old March 14th, 2001, 09:29 PM

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Default Re: A pirates life for me...

SJ,
I think you are right. The .emp contains the set up info for the race.
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  #160  
Old March 14th, 2001, 09:45 PM
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Default Re: A pirates life for me...

SJ & WHoJo, just a quick question, don't have much time today, The AI in the reg game without Mods, never builds or uses baseships, at least not that i have ever seen, in your mods w/pirates, do they, and if so what problems, if any, did they create for the pirate race? Or would they make any significant difference, especially in using them for tech, pop, or research instead of as warships?? Just a quick thought, mac
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