View Full Version : race new techs - race tech files
Crazy_Dog
July 24th, 2002, 02:53 PM
Can Malfador do this ?
If i race have a specific tech tree (like the borg from Atrocities), can it be placed in files others than the standard ones ?
That way is not necessary to mess with MM files and is possible to create real unique races.
[ July 24, 2002, 14:58: Message edited by: Crazy_Dog ]
Fyron
July 25th, 2002, 12:48 AM
No. Each mod can only use one set of data files.
Pax
July 25th, 2002, 01:57 AM
However it is concievable that people could produce mods that are SOLELY the new racial technology ... with instructions on whoch bit to paste where in the core data files.
This woudl work best if the new technology didn't CHANGE prior components and facilities, but instead, CREATED new ones -- IOW, the way Racial Technologies work in SE4 today.
It would require more end-user savvy, if they wanted to take such-and-such modpack and add so-and-so's new recial technology type ... and AI's would be utterly clueless about the new tech field as well.
But theoretically, it IS possible for a humans-vs-humans, no AI game.
Andrés
July 25th, 2002, 04:09 AM
It's a little more complex than what you are suggesting, but that's the main idea behind the Sci-Fi Crossover mod.
I hope I can get to work back on that soon. Too many unfinished projects! http://forum.shrapnelgames.com/images/icons/icon12.gif
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