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  #51  
Old April 25th, 2008, 01:31 AM
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Default Re: MOD: Space Empires V - Babylon 5

Alright kids, if you've got something so important to say on that note, you can read it in front of the whole class.
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  #52  
Old April 26th, 2008, 10:41 AM
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Default Re: MOD: Space Empires V - Babylon 5

Here comes another one. I fear this will be pretty difficult.

How would i go about adding a new empire and forcing to select the new created "Narn Regime" trait ?

I figured its something with the scripts. Script files call Racial traits from Script_AI_GlobalConstants_RacialTraits.txt but i cant seem to add a new constant

AI_RACIAL_TRAIT_NARN_REGIME string := "Narn Regime



Would anyone be kind enough to give step-by-step explanation ?

I seem to have a general idea about those scrips, but not enough to get it to work. I assume you somehow load a file into the parser, edit it and hit complile and it should throw out a bunch of new files you need to put into the appropriate "empire" folder.


How exactly would i go about telling my new empire (i.e. within the empire folder is the "narn" folder with ship files and a bunch of .txt, but none of those cover racial trait decisions).
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  #53  
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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  #54  
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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  #55  
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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  #56  
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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  #57  
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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  #58  
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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  #59  
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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  #60  
Old April 27th, 2008, 10:54 AM
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Default Re: MOD: Space Empires V - Babylon 5

That was it. As soon as i had at least 5 empire folders in the gametype folder, it didnt crash anymore.


...

thanks !
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