|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				June 10th, 2006, 05:42 PM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Mar 2005 Location: Indianapolis 
						Posts: 233
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Required and Restricted Traits 
 Do these not work?
 I tried to use these feilds in the Empire Traits file, and it didn't seem to affect anything.
 
				__________________Guess what color my Orange is!
 |  
	
		
	
	
	| 
			
			 
			
				June 10th, 2006, 06:00 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2000 
						Posts: 5,085
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 They don't work. 
				__________________ 
				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
-Digger |  
	
		
	
	
	| 
			
			 
			
				June 10th, 2006, 06:18 PM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Mar 2005 Location: Indianapolis 
						Posts: 233
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
   That blows, you could make some interesting mods if they did.
				__________________Guess what color my Orange is!
 |  
	
		
	
	
	| 
			
			 
			
				June 11th, 2006, 12:55 AM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 Note that there is nothing stopping you from verbally declaring certain racial techs to be mutually exclusive.
 P&N has the mutually exclusive Pirates, Nomads, and Nomal traits, for example.
 
 Adamant mod has lots...
 
 
 If players must choose one from a set of traits, and a race is not viable if none are chosen, then you can do the following:
 1) Create a dummy trait that does nothing, and costs -50000
 2) Set the cost for all your exclusive traits to +50000
 
 Thus, the players have to choose one and only one.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				June 11th, 2006, 09:00 PM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Dec 1999 
						Posts: 8,806
					 Thanks: 54 
		
			
				Thanked 33 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 Also, two things:
 1) the AI will only take the traits they're told to take in their modable AI files, so they won't disobey if you set those up.
 
 2) human players' trait choices are visible, so players can't "cheat" without being caught.
 
 But ya, it would be better if it was automatically enforced.
 |  
	
		
	
	
	| 
			
			 
			
				June 12th, 2006, 04:18 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: Jan 2005 Location: In your mind. 
						Posts: 2,241
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 
	Quote: 
	
		| Suicide Junkie said: If players must choose one from a set of traits, and a race is not viable if none are chosen, then you can do the following:
 1) Create a dummy trait that does nothing, and costs -50000
 2) Set the cost for all your exclusive traits to +50000
 
 Thus, the players have to choose one and only one.
 
 |  Same goes if they have to choose more than one; for instance, Adamant has a dummy 30k points trait, and you have to pick a colony type, technological paradigm and social paradigm, costing 10k each. Works like a charm; choose two traits in one category and fail to choose a trait in another, and you're up for serious trouble as you can't do squat  
				__________________O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
 -Stargate SG1
 |  
	
		
	
	
	| 
			
			 
			
				June 12th, 2006, 06:31 AM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2000 
						Posts: 5,085
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 
	Quote: 
	
		| PvK said: Also, two things:
 
 1) the AI will only take the traits they're told to take in their modable AI files, so they won't disobey if you set those up.
 
 2) human players' trait choices are visible, so players can't "cheat" without being caught.
 
 But ya, it would be better if it was automatically enforced.
 
 |  #2 isn't foolproof. If you have enough the traits scroll off the end of the screen, letting you hide any amount of cheese..
				__________________ 
				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
-Digger |  
	
		
	
	
	| 
			
			 
			
				June 12th, 2006, 07:02 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Required and Restricted Traits 
 Which is why you order your traits so that the important ones are at the top. 
				__________________ 
				Things you want: |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		 Linear Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |