Kamonrius
Posts: 69
Joined: 3/31/2010 Status: offline
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Oh verry much yes, and if you so desire I can get started with the basics (things like Dialog, affinities and behavior require your input, its your mod ;p) let me give you examples I will basically put into words how the configuration would be -Turians Homeworld name Pavalen: Unfriendly, Very reliable with treaties, low on Trade and Tourism, Military ship sizes would be 20% larger than normal while civs 20% smaller, a Feudalism (do you agree? I say feudalism because of how their Colonies were set up, their Citizens duty attitude everyone has their place right) More likely to build Military ships than Civs. and very likely to enact Trade Sanction Blockades and subjugations(I'm iffy on that) . Normal research speeds low dispositions towards the Human Alliance/Geth/Krogans 'Distant Worlds Race file - 'Name: name of the race Name ;Turian 'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder PictureIndex ;XX 'Race Family: 0=Humanoid, 1=Ursidian, 2=Insectoid, 3=Reptilian, 4=Amphibian, 5=Rodent, 6=Machine RaceFamily ;3? 'Reproduction rate: base rate of population growth. This rate is also modified by other external factors ReproductionRate ;1.00 'Intelligence: intelligence level (normal = 100). This factor influences research rate and smartness of interaction with other empires Intelligence ;102 'Aggression: aggression level (normal = 100). This factor influences interaction with other empires, level of military ship building Aggression ;133 'Caution: caution level (normal = 100). This factor influences interaction with other empires, level of military ship building Caution ;121 'Friendliness: friendliness level (normal = 100). This factor influences likelihood of forming treaties with other empires and general interaction with other empires Friendliness ;90 'Loyalty: loyalty level (normal = 100). This factor influences how likely to stick to treaties with other empires Loyalty ;155 'Designs picture family index: index of default ships pictures used for this race from ship pictures contained in Images\units\ships\ folder or Customization\YourTheme\shipImages\ folder DesignsPictureFamilyIndex ;xx 'Design names index: index into default design names DesignNamesIndex ;xx 'Ship Maintenance Savings: percentage rate of savings on maintenance costs for ships and bases ShipMaintenanceSavings ;0 'Troop Maintenance Savings: percentage rate of savings on maintenance costs for troops TroopMaintenanceSavings ;20 (Their culture encourages service) 'Resource Extraction Bonus: percentage rate of speed increase for all mining operations ResourceExtractionBonus ;0 'War Weariness Attenuation: percentage rate of reduction in war weariness WarWearinessAttenuation ;10 (ditto) 'Satisfaction Modifier: percentage rate of happiness bonus at colonies SatisfactionModifier ;0 (in turian history dozens of colonies rebelled and had to be conqured by force) 'Research Bonus: percentage rate of speed increase for research ResearchBonus ;0 'Espionage Bonus: percentage rate of skill bonus for all intelligence missions EspionageBonus ;0 'Trade Bonus: percentage rate of bonus for colony income TradeBonus ;0 'Overall Ship Design Focus: 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency OverallShipDesignFocus ;2 'Tech Focus 1: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation TechFocus1 ;(uuh...you decide) 'Tech Focus 2: 0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, 10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, 18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation TechFocus2 ;(same) 'Native planet type: 0=Continental, 1=MarshySwamp, 2=Desert, 3=Ocean, 4=Ice, 5=Volcanic NativePlanetType ;2? 'Special Component: 0=None, 1=Death Ray, 2=Devastator Pulse, 3=Super Laser, 4=StarBurner, 5=TurboThruster, 6=Swift Vector, 7=Megatron, 8=NovaCore, 9=VelocityDrive, 10=ShadowGhost ECM, 11=Shaktur FireStorm, 12=High Density Fuel Cell, 13=S2F7 RepairBot, 14=PulseWave Cannon, 15=Raptor Targetting System SpecialComponent ;0 'Special Government: 0=None, 1=Technocracy, 2=HiveMind, 3=MercantileGuild, 4=UtopianParadise, 5=Way of the Ancients, 6=Way of Darkness, 7=Corporate Nationalism SpecialGovernment ;0 'Preferred Starting Government: 0=No preference, 1=Technocracy, 2=HiveMind, 3=MercantileGuild, 4=UtopianParadise, 5=Way of the Ancients, 6=Way of Darkness, 7=Despotism, 8=Feudalism, 9=Monarchy, 10=Republic, 11=Democracy, 12=Military Dictatorship, 13=Corporate Nationalism PreferredStartingGovernment ;8 'Expanding: indicates whether this race will colonize new planets or not (Y/N). Set this to 'N' to create a static empire that does not colonize Expanding ;Y 'Can be Pirate: indicates whether this race can be a pirate faction or not (Y/N) CanBePirate ;Y 'Playable: indicates whether this race can be selected by the player as their empire's race at start of game or not (Y/N) Playable ;Y 'Periodic Change Interval: number of years between change to racial characteristics (defined below), 0=no periodic changes PeriodicChangeInterval ;0 'Periodic Change Length: number of years changed racial characteristics last (defined below), 0=no periodic changes PeriodicChangeLength ;1 'Periodic Factors - Growth: periodic change to growth rate PeriodicFactorsGrowth ;1.52 'Periodic Factors - Aggression: periodic change to aggression level PeriodicFactorsAggression ;73 'Periodic Factors - Caution: periodic change to caution level PeriodicFactorsCaution ;91 'Periodic Factors - Friendliness: periodic change to friendliness level PeriodicFactorsFriendliness ;140 'Race event that occurs during change cycle: 0=None, 1-28=events (see Modding Guide) PeriodicChangeCycleEvent ;0 'Ship Size Factor Civilian - resize factor for maximum civilian ship sizes ShipSizeFactorCivilian ;.80 'Ship Size Factor Military - resize factor for maximum military ship sizes ShipSizeFactorMilitary ;1.2 'Disallowed Research Areas 1,2,3: areas that this race cannot research: 0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors DisallowedResearchArea1 ;0 DisallowedResearchArea2 ;0 DisallowedResearchArea3 ;0 'Additional Intelligence Agents: number of extra intelligence agents allowed above normal limit AdditionalIntelligenceAgents ;0 'Construction Speed Factor: increase or decrease construction speed. Faster construction speeds can especially affect colonization, allowing fast building of new colony ships. Minimum value = 0.3. Maximum value = 3.0 ConstructionSpeedFactor ;1.0 'Default primary color: 0-19 DefaultPrimaryColor ;2 'Default secondary color: 0-20 DefaultSecondaryColor ;8 'Default flag design: 0-38 DefaultFlagDesign ;25 'Name of ancient home system HomeSystemName ;Pavallen 'Troop strength: raw strength of new troops for this race. Minimum value = 50. Maximum value = 200 TroopStrength ;146 'Troop name: default troop name, e.g. if 'Strike Battalion' then troops named '1st Strike Battalion', etc TroopName ;Turian Strike Force And I'll stop here lol ;p thats half for what would be the Turians. if you're going all out each race will be using 3 Text files. The Race file, the Dialog, and the Behaviors.
< Message edited by Kamonrius -- 2/12/2012 11:21:17 PM >
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