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  #1  
Old January 21st, 2002, 03:08 AM

Egregius Egregius is offline
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Default Re: Custom Advanced Traits

..hence I can't load ANY emp file! Thanks, that helped a lot. =)

The blank universe thing also happens when one of your modded files are eroneous, i.e. has a blank line too many between say components. I think.
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Old January 21st, 2002, 03:56 AM

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Default Re: Custom Advanced Traits

Actually, no. The blank line just makes SE4 read it as the end of the file. Really useful for when you're screwed up, made SE4 crash, and need to isolate the problem.

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  #3  
Old January 21st, 2002, 04:13 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Custom Advanced Traits

quote:
..hence I can't load ANY emp file! Thanks, that helped a lot. =)
You can only load EMPs that were created under a mod with the same number of racial traits.

So, you just have to start games with random empires, and save them in-game as EMPs.
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  #4  
Old January 6th, 2003, 05:09 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Custom Advanced Traits

Working on a mod that requires all the AIs to use a new custom racial trait. I modded the racial trait fine, and I modded the racial trait numbers in reverse (like it is in P&N). Now some of the AI select the trait and some don't and I don't know why.

Does anyone know what might be wrong?
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  #5  
Old January 6th, 2003, 05:22 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Custom Advanced Traits

In each race's AI_General.txt, you have to make them choose that new trait.
You must add it three times, one for each amount of starting racial points.

If it is a zero-cost racial trait, be sure to call for it BEFORE the other traits are called for. As soon as the AI runs out of racial points, it quits, even though it could still afford a zero (or negative) cost trait.

If there are no traits being chosen by the AI (common for 2000 point games), then you must decrement one of the characteristics, so that it will have at least 1 racial point available when it looks at adding the advanced traits. Otherwise, again, it will quit immediately.

I have written a program to do the above automatically, along with some other changes.
I can tweak it for you; just give me the names of the traits you need the AIs to always choose.
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Old January 6th, 2003, 06:41 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Custom Advanced Traits

Ahh. I bet that's my problem.

Yeah, if you want to send me your program, the racial trait is called "Standard Propulsion."

The mod might have others, but I haven't decided yet.
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Old January 6th, 2003, 09:58 PM
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Fyron Fyron is offline
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Default Re: Custom Advanced Traits

Here is a link to a thread about some more abilities that are in the exe for racial traits, but are unused in the normal game:

http://www.shrapnelgames.com/cgi-bin...=003414#000004
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