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Torkani
Crewman
Joined: 26 Mar 2011, 18:47 Posts: 12
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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.
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07 May 2011, 14:43 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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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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Torkani
Crewman
Joined: 26 Mar 2011, 18:47 Posts: 12
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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?
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11 May 2011, 20:06 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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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%3D1676At 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 ....
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14 May 2011, 13:50 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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how does having 14 major races show up on the map (colorwise) - just curious
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16 May 2011, 09:35 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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...definitely very colored ... I haven't tried yet - and to come off best increase anomalies 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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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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)
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18 May 2011, 00:37 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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
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18 May 2011, 03:25 |
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SirPustekuchen
Fleet Admiral
Joined: 26 Jul 2006, 01:00 Posts: 166 Location: Germany
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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.
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18 May 2011, 18:53 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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.
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18 May 2011, 19:50 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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
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18 May 2011, 22:46 |
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SirPustekuchen
Fleet Admiral
Joined: 26 Jul 2006, 01:00 Posts: 166 Location: Germany
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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.
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19 May 2011, 17:54 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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?
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19 May 2011, 18:22 |
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SirPustekuchen
Fleet Admiral
Joined: 26 Jul 2006, 01:00 Posts: 166 Location: Germany
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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.dataI hope it helps...
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19 May 2011, 21:42 |
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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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?
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20 May 2011, 06:47 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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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
Last edited by reg on 21 May 2011, 09:27, edited 2 times in total.
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20 May 2011, 09:02 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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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. 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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pot the ferret
Crewman
Joined: 22 Oct 2010, 17:24 Posts: 42
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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
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20 May 2011, 15:43 |
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SirPustekuchen
Fleet Admiral
Joined: 26 Jul 2006, 01:00 Posts: 166 Location: Germany
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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)
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20 May 2011, 17:46 |
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reg
Lieutenant Junior Grade
Joined: 05 Jul 2008, 07:55 Posts: 212 Location: Germany
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Tuvalu - just see http://en.wikipedia.org/wiki/TuvaluTuvalu'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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