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  #1  
Old June 3rd, 2007, 10:39 AM

GeorgiaBoy GeorgiaBoy is offline
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Default Using portraits in \'ancient ruins unique.\'

Good Morning!

I have looked at several mods and have seen neutrals implemented as 'ancient ruins unique' which gives out unique techs (such as Selay Mustering Base ala BotF). I would like to put a race portrait up (I guess as a component). However, I believe that the file components.bmp would have to be added to. Is that correct?

If so, question to SJ, keeper of the Image Mod flame...are submissions still being accepted?

GB
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  #2  
Old June 3rd, 2007, 09:46 PM
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Default Re: Using portraits in \'ancient ruins unique.\'

Yep.
You could upload them here, or gmail to imagemod
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  #3  
Old June 3rd, 2007, 10:46 PM
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Default Re: Using portraits in \'ancient ruins unique.\'

I have over 40 new component images as well.
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  #4  
Old June 3rd, 2007, 10:52 PM
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Default Re: Using portraits in \'ancient ruins unique.\'

Sounds like high time for a new update then.
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  #5  
Old June 3rd, 2007, 11:22 PM

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Default Re: Using portraits in \'ancient ruins unique.\'

SJ,

I plan on uploading over 100 race portraits I have gleaned from various mods (including the Star Trek Mod and the B5 mod as well as the internet). I would like to give credit to where credit is due (I am just the messinger--I just want to do my bit to help the community). I was planning on attaching a .txt file...Is there a procedure for this?

GB
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  #6  
Old June 3rd, 2007, 11:44 PM
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Default Re: Using portraits in \'ancient ruins unique.\'

The general utility of a bunch of race portraits as components in the image mod isn't entirely clear to me.
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  #7  
Old June 4th, 2007, 12:19 AM
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Default Re: Using portraits in \'ancient ruins unique.\'

Hundreds is a bit over the top.
Could you trim it down to a more manageable number?

Keep in mind that the components used will be independent of the empires in the game.

What I need is the portraits, and the minis. Saving the minis as a long strip of pictures instead of individual bmps saves time in the cut&pasting.
And finally, a text file with the credits to put down in the readme.
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  #8  
Old June 4th, 2007, 01:10 AM

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Default Re: Using portraits in \'ancient ruins unique.\'

SJ,

Whatever number is good for you...

Fyron,
I wanted to use these racial portraits in association to a unique racial technology. For example, as part of an 'ancient ruins unique', the Bynar Computer Center would have the computer center componant was well as the species picture...

GB
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  #9  
Old June 4th, 2007, 02:56 AM
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Default Re: Using portraits in \'ancient ruins unique.\'

Right, but I was wondering what general utility they had for being in the image mod. Is it not starting down a slippery slope? Where do you draw the line? Should there be portraits for every race, to be fair and inclusive? Should there be race portraits as facilities? Should there be ship portraits as facilities? They could be "derelicts" or whatever.
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Old June 4th, 2007, 02:58 AM
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Default Re: Using portraits in \'ancient ruins unique.\'

How about just adding them to the image mod as a seperate Portraits file? Then people can use them as they see fit.
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