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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

how to get added race traits to work?

Deathstalker's picture
Submitted by Deathstalker on Sun, 2008-02-10 22:16. SE:V MODs

How does one get added racial traits to work in a game? I've added a few new traits to the IRM mod and now when I start the AI's that are randomly added all have 2 of the new traits (same ones) I added. I remember in se4 you just had to start a new game and save the .emp file, guess this is more technical.

Basicly I'd like to make a few races of my own that have the new racial traits but any randomly added empires don't have any of the new stuff.

‹ Component image collection? Pirate Race & Tech addon to kwok's balance mod ›
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Mod Designer

Re: how to get added race traits to work?

Submitted by Fyron on Mon, 2008-02-11 00:54.

Unless IRM does something untoward with the setup scripts, AI empires should be picking traits by name in the scripts. If you used new trait names, you shouldn't be seeing any AI races take them.

Script_AI_GlobalConstants_RacialTraits.txt:
AI_RACIAL_TRAIT_SMART: string := "Smart"

From Abbidon_Setup_Script.txt:
call Add_Racial_Trait(AI_RACIAL_TRAIT_SMART)


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