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January 20th, 2001, 08:42 AM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: More Neutrals
[quote]Originally posted by pathfinder:
[b]You can get 3 of them at the following link: http://www.se4hub.com/universalshipyards/
There is a zip with 3-4 neutral race in it. They are done by John Beech.
I used neutralrace # 10 to base my "Brachyura" on, along with the AI files that Mephisto used for the EA. I just tweaked (and renamed) these AI files to fit the "personality" of my new race. and re-colored the XiChung shipset to make a shipset for them.
the Brachyura aren't ready for prime time yet. I have to fix some backgrounds and some of the general AI file [ END QUOTE]
The neutral races aren't created by John beech but by Ryan Dark ( vasudan and Shivans ) and me ( Fleye and Zjishizsh). Right now neutrals are far too weak in the game, I won't create more till this is fixed, they need some kind of bonus, right now they are yust easy prey.
Check out the other shipsets on universal shipyards by the way, the downloadable ones should work with the newest patch. There's some really great and original artwork on this site.
[This message has been edited by henk brouwer (edited 20 January 2001).]
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January 20th, 2001, 08:49 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: More Neutrals
I agree that the neutrals in this game are far and few in between with no real hope of ever becoming anything but cannon fodder for aggressive empires. *caugh* me.
I would love to see at least 10 to 15 neutrals per game complete with the ability to kick my but if they don't want me within there system.
Also, as a side note, I feel that it would be an added bonus if we had verying degrees of neturals. IE, ones there were far more advanced, (anceint race) and ones that are primitive. (pre space flight) This would add much needed depth to the neutral aspect of the game.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards

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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2001, 09:16 AM
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Major General
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Join Date: Sep 2000
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Re: More Neutrals
sorry Henk, I apparently misread the credits at the shipyard.
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January 20th, 2001, 04:51 PM
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Sergeant
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Join Date: Nov 2000
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Re: More Neutrals
No problem,
About the first question in this thread:
"If more neutrals are created in the RaceNeutral directory would the game use them? I'd love to see more neutrals..."
You can ad as many neutrals as you like, you have to name the files neutralxxx_*_* were xxx stands for the number of that neutral player ( the ones in the game are neutral001 to neutral006 ) You can even put complete shipsets in these directories, and when properly named al ship pictures should be used in the game. The game only uses the default pictures for pictures it can't find in the neutral directory.
All this was tested a very long time ago in the first Version of the demo, so I don't know if it's still valid...
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January 20th, 2001, 06:20 PM
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Corporal
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Join Date: Jan 2001
Location: PA
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Re: More Neutrals
So you could mix and match various AI ships to simulate the neutral races buying old AI ships to put together a patchwork fleet...hmmm....the plot thickens;-)
NOW...the next question...is there anyway to force the game to set up a game with the exact # of neutrals you want? I know you can add regular AI player by just putting them on the player list but you can't add neutrals...
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"He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
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He's dead, Jim.-- Lt. Commander Leonard Bones McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
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January 20th, 2001, 09:22 PM
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Major General
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Join Date: Sep 2000
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Re: More Neutrals
Yeah, when you make a race in "new race" , it will use a generic AI script. But innorder for the computer to use it you have to click on a box that switches it to computer run, this little box is in the "general details" menu where you name the race/empire, its leader, its title, etc..
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January 21st, 2001, 01:58 AM
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General
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Re: More Neutrals
quote: Originally posted by Atrocities:
I agree that the neutrals in this game are far and few in between with no real hope of ever becoming anything but cannon fodder for aggressive empires. *cough* me.
I would love to see at least 10 to 15 neutrals per game complete with the ability to kick my but if they don't want me within there system.
Also, as a side note, I feel that it would be an added bonus if we had verying degrees of neturals. IE, ones there were far more advanced, (ancient race) and ones that are primitive. (pre space flight) This would add much needed depth to the neutral aspect of the game.
Theoretically you could boost the power of neutrals by inventing special racial tech areas for them, and letting them start the game with these techs already available. It would be messy to duplicate big Groups of the components and facilities, but you could even give them the existing racial techs like Organic and Crystalline as "different" fields than the ones that AI empires use by copying the existing components and facilities and changing their tech requirements to the new field. Then the techs would not transfer if they were conquered. Unfortunately, there is no "automatic" random variation. Whatever you setup for a neutral is what they will be every time you meet them. It would be better if characteristics could randomly move around and make things more interesting.
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