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 How to create ships for new majors? 
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Crewman
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Joined: 26 Mar 2011, 18:47
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Since you can create new majors for the 6.1 update.
How do you create ships for new major races? I've copied all the files from one major to major 7 in the races folder but in the ship editor I can't find the button for major 7.


07 May 2011, 14:43
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because of major 7 or higher won't be playable there's no need to create own ships. this major will use ships of another major - that's my actual info about this (maybe new ships are interessing to SirP). So if you want to create your own ships, just replace ships from major1-5. Please make a backup before of the game files, especially of /Data/Ships/Shiplist.data -> ShipEditor will change only this file.

About ShipEditor check http://bote-forum.square7.ch/wiki/index ... ShipEditor - I think maybe it will help you a little bit.

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08 May 2011, 17:39
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Does that mean that the race is not in-game or does it mean that the race is not able to be played by humans?


11 May 2011, 20:06
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well maybe we will need ships for new majors - I suggest SirP to make selectable how many majors are playable in the game.
At the moment 5 MajorRaces are playable.

SirP himself did a Void-Mod (only german!) - here is the site http://translate.google.de/translate?hl ... 26t%3D1676

At the moment I try to make a basic mod for up to 14 Majors (see my file including SirP Void-Mod and my done files, where lines for 14 majors are inserted (all in german, but you only have change texts into english or just use the english files of Alpha6.1 and make copies: Similar to german 14-Major-MOD copy Major6 into 7, copy 1 to 7 into 8 to 14.

my personal list is:
1 will stay Humans
2 "Hüter" (custodian) by Revisor
3 Void by SirP
4 Tuvalu by reg/rainer
5 still Cartare
6 still Omega
7 Viar (real Void, but another name to avoid troubles)
8 Taree (real Humans, but another name to avoid troubles)
9 (orginal) Heyoun
10 (orginal) Khaoron
11 (orginal) Rotharian
12 Creti (real Cartare, but another name to avoid troubles)
13 Omack (real Omega, but another name to avoid troubles)
14 Vuru (real Voids, but another name to avoid troubles)

SirP thought, deleting undesired Majors from Majorraces.data will let the game start with that number of majors you want to play.
Major-Entries from above should be changeable like you want, eg keep Heyoun at 2, only replace 5 into Void.

However - at the moment (the first) 5 Majors are playable with the accordingly skins. SirP's Void are Major 7 so they won't be playable, only appear as a opponent.

Changing Major7 to Major2 (yellow skin) will make Void's playable! (remember that they have no own ships, buildings...they have to use these from another race (mostly from omega's)

It would be nice if somebody would do an english 14-Majors-Basic-Mod (with the english texts) - in this case please make a new thread like "MOD Collection" or in another case with "My personal xx Mod" or similar

However...I wish everybody much fun with original BotE or with modding ....


Attachments:
reg-MOD2011-05-14.zip [639.49 KiB]
Downloaded 370 times

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14 May 2011, 13:50
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Crewman
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how does having 14 major races show up on the map (colorwise) - just curious


16 May 2011, 09:35
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...definitely very colored ... I haven't tried yet - and to come off best increase anomalies :cool:

in line 17 of each major race in majorrace.data color of major sectors is defined. So everybody can do his own colors.

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16 May 2011, 19:47
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I converted the voidmod over to English
but keep getting this error:

Fehler in Datei! Konnte Major7: nicht in MajorDiploOffers data finden.

What did I do wrong and how can I fix it?

Also, is there a way to create a major race that uses the ships of minors?

and in the major races file, what do the numbers mean? (wanted to try my hand in creating a few)


18 May 2011, 00:37
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also converted the huter (translated as guardians?) to English.

got the same error I mentioned earlier

but everything else works so far, it's alot of fun playing with 8 majors


18 May 2011, 03:25
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You have to add the lines for MAJOR7 (btw. for MAJOR8) also in the files: MajorIntel.data, MajorIntelSabDef.data, MajorIntelSabOff.data, MajorIntelSpyOff.data, MajorsDiploAnswers.data and MajorsDiploOffers.data. Please have a look in the files of my original VoidMod. I think you'll understand than what I mean.


18 May 2011, 18:53
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Crewman
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I did all that . . . for each file too
guess I'll check over it again

it wouldn't let me save the majorintel.data as ANSI like with all the others - had to save it as UNICODE - could that be it?

the game's still playable (no problems (after 200 turns) outside of the one I mentioned), and the new majors still send offers, accept offers, get minor races to join, etc.


18 May 2011, 19:50
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Crewman
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got it fixed (stupid mistake, didn't write a word in all caps - lol)

if everybody doesn't mind, I can make the translated mods available

I just need instructions on how to upload it to the site


18 May 2011, 22:46
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Fine, you can make a new thread with a short description of the mod and an installation guide. In your thread you can easily attach the zip file of your mod, like reg did it in this thead. There is a button to make an attachment in your post at the bottom of the page.


19 May 2011, 17:54
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ok, I'm going to try for a 14 major mod

I'll try to translate the tuvalu and then add 5 more (maybe 7)

before I upload anything

is there a max # of majors that can be added?


19 May 2011, 18:22
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No, there shouldn't be a max value. But you have to test, if the starmap generating algorithm could handle it. It gives the best values with 6 majors. With more majors, it is more complex. 7, 8 or 9 majors shouldn't be a problem. But I don't really know what will happen with 14 or more majors ingame. I think you have to test it. I hope there aren't any problems.

For all the different values for each majorrace you can look into our german wiki (translate it to english)
http://bote-forum.square7.ch/wiki/index ... Races.data

I hope it helps...


19 May 2011, 21:42
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Crewman
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yeah, I stumbled upon the wiki about 12 hrs before your post - lol

sucessfully created a major and am playing with nine without any problems

will create a 10th and see how it works

the only thing I'm fuzzy on is the color scheme
which line (in the major races file) does the font color on the map?


20 May 2011, 06:47
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it's the line after raceX.bop - see also attachment (in the middle of the doc, I insert a doubled color line :-)

EDIT:


Attachments:
Colors.doc [69.5 KiB]
Downloaded 337 times

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Last edited by reg on 21 May 2011, 09:27, edited 2 times in total.

20 May 2011, 09:02
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i thought about to do up to 35 "mediors" - but the problem will be to differentiate the empires in galaxy-map by the colors. So maybe i will perpare the german files up to 20 races (6 major + 14 medior), but stringtable.txt at the moment only to the 14 races. the other files only, if copyPaste is easy to do up to 20. I think, 20 colors in galaxy map will be the maximum to differentiate - at least at the moment :-)

Then -at last- I have to try whether the german versions actually works. :bolian:

pot: It would be nice if you could give as your files, public here or via pn, ....when you have finished them.

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20 May 2011, 10:38
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I will
just wanted to create a 10th major first and test it out

but so far this is what it will look like

1. Coalition of planets
2. Heyoun
3. Khaoron
4. Rotharian
5. Cartare
6. Omega Alliance
7. Sir P's Void Collective (changed it a little bit - uses human buildings and Omega ships)
8. Revisor's Guardian (changed that one too - uses human buildings and Rotharian ships)
9. Nation - militaristic humans with 20th-21st century attitude (uses khaoron buildings and Omega ships)
10. Qhaoron Commune - agricultural, peaceful offshoots of the Khaorons (will use Rotharain buildings and Heyoun ships) - not done yet

can you give me more info on the Tuvulu? Just wanted a better idea of them so I can differentiate the text from the others - also don't know how to convert the image to .bop

and if anyone else has any ideas for new majors let me know


20 May 2011, 15:43
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Quote:
also don't know how to convert the image to .bop

A .bop file is only a renamed .png file. You only have to rename a png file to bop, thats it.

(bop == png and boj == jpg)


20 May 2011, 17:46
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Tuvalu - just see http://en.wikipedia.org/wiki/Tuvalu

Tuvalu's had to leave their home planet because of climatic change. On a far water planet they did their new home und expanded from there a new friendly empire. (just the idea - don't have more:)

Die Tuvalu mußten ihrem ursprünglichen Planeten entfliehen, weil eine Klimakastrophe ihre Welt unbewohnbar machte. Auf einem fernen Wasserplaneten gründeten sie ihre neue Heimat und von dort aus ein friedliches Imperium.

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21 May 2011, 08:49
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