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January 6th, 2003, 05:09 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Custom Advanced Traits
Working on a mod that requires all the AIs to use a new custom racial trait. I modded the racial trait fine, and I modded the racial trait numbers in reverse (like it is in P&N). Now some of the AI select the trait and some don't and I don't know why.
Does anyone know what might be wrong?
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January 6th, 2003, 05:22 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Custom Advanced Traits
In each race's AI_General.txt, you have to make them choose that new trait.
You must add it three times, one for each amount of starting racial points.
If it is a zero-cost racial trait, be sure to call for it BEFORE the other traits are called for. As soon as the AI runs out of racial points, it quits, even though it could still afford a zero (or negative) cost trait.
If there are no traits being chosen by the AI (common for 2000 point games), then you must decrement one of the characteristics, so that it will have at least 1 racial point available when it looks at adding the advanced traits. Otherwise, again, it will quit immediately.
I have written a program to do the above automatically, along with some other changes.
I can tweak it for you; just give me the names of the traits you need the AIs to always choose.
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January 6th, 2003, 06:41 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Custom Advanced Traits
Ahh. I bet that's my problem.
Yeah, if you want to send me your program, the racial trait is called "Standard Propulsion."
The mod might have others, but I haven't decided yet.
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January 6th, 2003, 09:58 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Custom Advanced Traits
Here is a link to a thread about some more abilities that are in the exe for racial traits, but are unused in the normal game:
http://www.shrapnelgames.com/cgi-bin...=003414#000004
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January 6th, 2003, 10:18 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Custom Advanced Traits
Quote:
you just have to start games with random empires, and save them in-game as EMPs.
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Or you can look at each race's options in <raceName>_AI_General.txt , and create "new" races with matching attributes.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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