View Full Version : Pexlerr Kingdom, fully Neo Standard compliant !
trooper
January 18th, 2003, 08:09 PM
Six pictures more, and I've definitively finished the race artwork. Let's focus on AI now...
Has anyone been enough crazy to add multiple mod AI files to his shipsets ? (I mean describing AI files for several Mods). Are AI files usually developed only for the standard SE IV game ?
http://diesel2035.free.fr/demopexlerr.jpg
pathfinder
January 18th, 2003, 08:42 PM
Unless I am mistaken, you'd need separate AI for different MODs...saying that...AI for TDM will work in standard and vice versa...just the standard probably would have a difficult surviving. I know for sure that the designcreation and research would be different if you wanted to somehow fit your racestyle in B5 or Atrocities' Trek MOD.
Easy way to get AI is look at the descriptions of race(s) that may be similar to what you want and copy (renaming them to your race name) and tweaking if you want. Of course, get permission/give credit to the AI author. OR you could use Atraikius' AI creation spread sheet to get the basics up and running..
url to a forum post by Atrakius (file in the post):
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=007925
Url to a How to MOD SEIV site by Imperator Fyron and Suicide Junkie:
http://galileo.spaceports.com/~kazharii/ModdingTutorial.html
[ January 18, 2003, 18:50: Message edited by: pathfinder ]
capnq
January 18th, 2003, 09:49 PM
You only need separate AIs if the mod makes significant changes to the tech tree or racial traits.
Fyron
January 18th, 2003, 11:57 PM
Url to a How to MOD SEIV site by Imperator Fyron and Suicide Junkie:
http://galileo.spaceports.com/~kazharii/ModdingTutorial.html<font size="2" face="Verdana, Helvetica, sans-serif">Well, technically, it isn't by SJ, just that one chapter on QNP is. And, it doesn't mention anything about AI modding at all, so it would not be of use for trooper's purposes. http://forum.shrapnelgames.com/images/icons/icon10.gif
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