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				May 14th, 2003, 10:02 PM
			
			
			
		  
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				problems by adding new racial traits
	
			 
             
			
		
		
		
		Hi 
 
I'd like to add a new racial trait to the game but it does not work.  
If I play Se4 ( V 1.84) with the new trait, I can't load existing races. Also the map is completely black. 
 
I don't know what's wrong. I have made the following changes: 
 
RacialTraits.txt 
 
Name                  := Subspace Manipulation 
Description           := Gains access to the Subspace Studies Technology Tree. 
Pic Num               := 0 
General Type          := Advantage 
Cost                  := 1500 
Trait Type            := Tech Area 
Value 1               := 6 
Value 2               := 0 
Required Trait 1      := None 
Required Trait 2      := None 
Required Trait 3      := None 
Restricted Trait 1    := None 
Restricted Trait 2    := None 
Restricted Trait 3    := None 
 
TechArea.txt 
 
Name                  := Subspace Studies 
Group                 := Theoretical Science 
Description           := The study of Sub Space phenomenon and manipulation. 
Maximum Level         := 1 
Level Cost            := 100000 
Start Level           := 0 
Raise Level           := 0 
Racial Area           := 6 
Unique Area           := 0 
Can Be Removed        := False 
Number of Tech Req    := 0 
 
Components.txt 
 
Name                  := Subspace Energy Beam I 
Description           :=  
Pic Num               := 291 
Tonnage Space Taken   := 40 
Tonnage Structure     := 40 
Cost Minerals         := 500 
Cost Organics         := 0 
Cost Radioactives     := 500 
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone 
Supply Amount Used    := 5 
Restrictions          := None 
General Group         := Weapons 
Family                := 2959 
Roman Numeral         := 1 
Custom Group          := 0 
Number of Tech Req    := 1 
Tech Area Req 1       := Subspace Studies 
Tech Level Req 1      := 1 
Number of Abilities   := 0 
Weapon Type           := Direct Fire 
Weapon Target         := Ships\Planets\Ftr\Sat\Drone 
Weapon Damage At Rng  := 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 0 0 0 0 0 
Weapon Damage Type    := Skips Armor 
Weapon Reload Rate    := 1 
Weapon Display Type   := Beam 
Weapon Display        := 9 
Weapon Modifier       := 0 
Weapon Sound          := lightray.wav 
Weapon Family         := 712 
 
(As far as I know the numbers of "Family" and "Weapon Family" are user-definied numbers and can be choosen by the modder) 
 
Anyone knows where's the problem? 
 
Cu 
Ben 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				May 14th, 2003, 10:47 PM
			
			
			
		  
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				Re: problems by adding new racial traits
			 
             
			
		
		
		
		I don't know about the map problem, but are you trying to load the races from the .emp files, or are you using the "add random computer oppenents" option? 
The existing .emp files will no longer be valid when you add new racial traits, but you should be able to add in random opponents.  Then when you are playing, select the "Players" button under the Game Menu (F2), set all the empires to human, and then save each empire under a new name when each of the turns come up.  You can use these new .emp files for setting up desired combinations of opponents.
 
Just a bit of info, and if I'm in error about any of it, I'll soon be corrected      .  
		
	
		
		
		
		
		
		
			
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				May 14th, 2003, 11:52 PM
			
			
			
		  
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				Re: problems by adding new racial traits
			 
             
			
		
		
		
		1. If you add racial traits, you'll need to add them to the bottom of the racial traits file, or it will give errors when it tries to load old empires with racial traits. 
 
2. After you make a mod and start a new game with it for the first time, sometimes the map doesn't show up the very first new game. I forget exactly what the cause and real fix are, but the workaround is simple and once-only: just save the game and then re-load it, and the map will appear. 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				May 15th, 2003, 04:06 AM
			
			
			
		  
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				Re: problems by adding new racial traits
			 
             
			
		
		
		
		
	Quote: 
	
	
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				1. If you add racial traits, you'll need to add them to the bottom of the racial traits file, or it will give errors when it tries to load old empires with racial traits.
			
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 Actually, old EMPs will not load unless the number of racial traits is EXACTLY the same as before. 
 
Don't worry about EMPs 
You can always create a new race, and the randomly generated races will still work! 
 
As for number 2, PvK has it. 
Just save and reload. 
The next game you start should be normal. 
The blank map problem seems to only occur the first time you run SE4 with the new mod.  Its very odd. 
  
 [ May 15, 2003, 03:09: Message edited by: Suicide Junkie ] 
		
	
		
		
		
		
		
		
			
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				May 15th, 2003, 09:04 AM
			
			
			
		  
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				Re: problems by adding new racial traits
			 
             
			
		
		
		
		Moving racial traits around has no effect on the loadability of emp files. Adding traits to the end of the file does not allow old emps to load. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				May 15th, 2003, 09:35 AM
			
			
			
		  
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				Re: problems by adding new racial traits
			 
             
			
		
		
		
		Ok, thanks 
I think it works now      
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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