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Home » news » forums » Space Empires V » Space Empires V General

Custom, or new Ministers

Submitted by corestandeven on Mon, 2007-10-15 15:10. Space Empires V General

Apologies for posting twice (posted this in Spaceempires.net forum too), but as I'm new Im not sure which forum is visited more often. Assuming this one?
--------------

Hi.

Few questions around Ministers whilst I wait for Kwok to fix the Defensive Minister glitch (http://home.spaceempires.net/ftopict-3302.html)

1. I assume that "Government" and "Society" have absolutely no effect on how a AI behaves? eg. A Xenophobic dictatorship race will make the same efforts to make friends as a Democratic race of artisans?

Government and Society just effect race stats, not behavior?

2. Unless a custom race with its own AI file is used then there are only three ministers to choose from that dictate how a race actually behaves? Defensive, Moderate, and Aggressive.

3. Therefore my big question is can Custom Ministers be created and be selectable when creating a new empire in New Game?

For eg. Someone could create a "Intel" minister, where a race focuses its actions on Intel, building stealth and sensor tech etc. Or a "Peaceful" minister, who tries harder than most to make treaties, who doesnt use viral weapons and focuses on less agressive weaponary (Engine/weapon damaging).

4. If so how can they be created? My hope was that I could take an existing Minister (Moderate) from the Balance Mod v1.10, then somehow edit it and save as a brand new minister that be selectable when creating a New Game. Sounds too easy to me, is that possible?

5. If so how do I do that? I see in the Balance Mod v110+\Empires\Default folder there are CSF files. How do you edit and modify CSF files? Is there a free program that is easy to use that can do that?

6. Are there any existing Mods that have new ministers? Are they compatible with BM 1.10?

7. Kwok, are you going to make any new AI. types/ministers in a future BM patch? I'd rather just stick to one Mod ideally, rather than mix them up. I like what you did with 1.09 so hope your considering it.

Thanks for your time.

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Re: Custom, or new Ministers

Submitted by Nicky21 on Tue, 2007-10-16 01:44.

I'm playing right now a customized version of balanced mod ( i included a lot of star trek races) and i can tell you that the xenofobic race is actually xenofobic.

I tried several times to make peace with them and nothing; i have no other problems with the other races.

For instance i set up the klingons to have a warrior society, but they were pretty forthcoming about setting up peace and trade agreements. This was weird.

On the other hand the xenofobic dominion is at war with half the races in my game.

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Re: Custom, or new Ministers

Submitted by corestandeven on Tue, 2007-10-16 06:11.

Yeah, I found that Xenophobic races in my custom game do tend to go to war more than others, but noticed nothing for Government types. However this could just be a coincidence, and I haven't played enough games yet to work out if that is the case.

Can anyone else offer some insights?

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