View Full Version : Does re-doing TDM modpack characteristics mess up mod?
hickmanj
March 15th, 2003, 01:55 AM
If i change some of the percentages (mining to 120% etc. take away some special abilities like natural merchants) does this mess with the AI coded by the different TDM modpack people? I'd like to make some variety with the percentages at 5000 racial points but didn't know if saving these empires to file would somehow interfere with ship designs or anything else....
Anyone?
J
Fyron
March 15th, 2003, 02:24 AM
Why did you ask this again? It has already been answered in your first thread.
hickmanj
March 15th, 2003, 02:46 AM
Sorry, I think i was typing this while the first one was being answered.
I thought the first post might have been confusing since I combined the two
sorry
oleg
March 15th, 2003, 03:50 AM
Even though Emperator Fyron answered this question in other thread I can not miss the oportunity ro raise my point count http://forum.shrapnelgames.com/images/icons/icon7.gif
You can do whatever you like with most characteristics without any detrimetal effects on AI. The exeptions are "racial" traits - Organic, Crystalline, Psychic, Temporal and Religious. Another touchy trait is Natural Merchants. If the race is using it, do not remove unless you fix AI_facility_construction.txt file. Adding this trait to a race will not give it any benefits either till you adjust the AI file accordingly. Also be carefull if you want to change race home planet type. AI_research.txt may need few changes.
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