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				October 7th, 2002, 03:25 PM
			
			
			
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 First Lieutenant |  | 
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				 finalizing new mod... 
 I'm finishing my new race mod... 
As usual, I have some very stupid questions :
 
1) Culture, Demeanor : do they have an impact on the game ? must I choose one of those listed or could I create another one ? 
 
2) characteristics and traits : is there a norm for giving race points ? I mean, does a rule limits the characteristics and adv traits allocated to a race, in order to have a "balanced" game ? 
 
3) mini icons : to have transparent ship images, the background should be black (RGB 000)?
 
4) starting research levels : Can I create a race with a specific research field developed ? (like armor I) 
 
5) AI_Research.txt file : is this file often modified, or is it generally standard for AI races ? 
 
    
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				October 7th, 2002, 03:53 PM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: finalizing new mod... 
 1) Culture settings have bonuses and/or penalties to such things as space combat, maintenance rate, and happiness.  Load SE4, and "add new empire" to see the details. 
1b) Demeanor, I believe is just a descriptive thing, but I don't know if SE4 will complain if you enter a new one.
 
2) You are editing AI_general.txt?  There are three sets of entries in there, the first is for 2000 point games, the second for 3000 point games, and the Last for 5000 point games. 
See SE4's "Add new empire" to make sure the items you choose will add up to exactly that price.
 
3) Right.  There is a viewer, possibly on the CD, that will display the whole shipset, and has a toggle to change the transparent parts from black to hot pink and back, so you can be sure it looks right.
 
4) No.  All races start with the techs defined by techareas.txt.  The specific techs given also depend on whether the game is a low, medium, or high tech start.
 
5) That file is critical.  For example: If your shipdesigns.txt call for ships with Antimatter Torpedoes, you darn well better research that tech area early!   
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				October 7th, 2002, 04:40 PM
			
			
			
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				 Re: finalizing new mod... 
 Well technically you could make a race have a specific field developed, if you made a duplicate of that field and it's tech and made it racial.
 Yes, that race would have a duplicate, say, armor field, but AI or human behind the wheel, either way, it doesn't really matter.
 
 Merely a visual annoyance.
 
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				October 7th, 2002, 04:54 PM
			
			
			
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				 Re: finalizing new mod... 
 But that would require editing the data files, and making it incompatible with everything else out there.
 This is just a new race & AI, not a data mod, right?
 
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				October 7th, 2002, 05:07 PM
			
			
			
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				 Re: finalizing new mod... 
 Dunno...he mentioned creating a new culture or demeanor. Don't think that is doable at runtime. 
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				October 7th, 2002, 05:10 PM
			
			
			
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				 Re: finalizing new mod... 
 I like the look of your ships.  Are they hand drawn and scanned? |  
	
		
	
	
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				October 7th, 2002, 06:51 PM
			
			
			
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				 Re: finalizing new mod... 
 
	Whoa! Really? I always thought the specific set was randomly selected, to give variety each time the empire was generated!Quote: 
	
		| Originally posted by Suicide Junkie: ...
 2) You are editing AI_general.txt?  There are three sets of entries in there, the first is for 2000 point games, the second for 3000 point games, and the Last for 5000 point games.
 See SE4's "Add new empire" to make sure the items you choose will add up to exactly that price.
 ...
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 PvK
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				October 7th, 2002, 11:16 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: finalizing new mod... 
 so, if I make a summary : 
 - no exotic culture and demeanor, or it won't work on another PC.
 
 - 3 levels for the race abilities (I was wondering what was opt1, 2 and 3. Now I know!)
 
 - I'll have a look on the icons with the viewer. BTW, I saw that some of the mini icons designed for the game was not totally transparent (black spots on the screen)
 
 - Impossible to start with a specific research field for a compatible race & AI . But it's possible to design heavely armored ships by editing the AI DESIGN TYPES file ? (what are "spaces per one" values ???)
 
 - AI_Research.txt  : not understand clearly what was  its purpose. Is there a generic file for that , that I can use ?
 
 Kwok : My ships are hand drawn, scanned and colorized with photoshop. I tried to create various designs for each ship size, not simply a main body and add-ons.
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				October 7th, 2002, 11:42 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: finalizing new mod... 
 By the way, how can I play with my new race (or have it played by an IA). I added the race directory, but it doesn't appear in the "Add existing" race list ? |  
	
		
	
	
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				October 7th, 2002, 11:45 PM
			
			
			
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 Brigadier General |  | 
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				 Re: finalizing new mod... 
 to have your race shown in the add empires thingy you need to make an  emp file 
 It's easy. Just make a race with your race pics, set all the things *down to the description and history* and save the empire after you are finished.
 
 One word of note: if you want your race to perform at all race point settings, you will need to make 3: 1 for 2000, 1 for 3000, and 1 for 5000.
 
 Edit: remember to save your race file(s) in the Empires Folder.
 
 [ October 07, 2002, 22:46: Message edited by: TerranC ]
 
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