I am trying to create .emp files for the Default Races but am running into a few issues. |
I like to use the default races, and I like to pick exactly which I will be playing against instead of the computer randomly picking them.
My solution was to create a game with as many computer ai players as possible and then set them to player control and save the .emp files. This way, if i want to play the Eee race, or play a custom game against ONLY the Eee race, I can do this.
I did not want to create .emp files for Every possible racial and tech setting (none, 2000k, 3000k and 5000k racial settings, and for Tech settings: none, low, medium, high, and all). Creating .emp files for each combination of these settings would be a real pain.
My solution was to create one .emp for each of the races with 5000k racial points and High technology points. This way, if I wanted to play a game with 2000k racial points and low tech points, I would do as follows:
1. Start a new game and change the racial/tech points to 5000k and High, respectively (so that I can load my .emp file)
2. Load the .emp and then lower racial points to 2000k and tech points to low.
3. Because I do not want to cheat, I would then edit my empire and subtract racial/tech points to my liking until I had reached the game setting's specifications.
Of course, by doing this when i am subtracting racial/tech points, I might not end up with the exact combination that the default race would. However, its much easier than making an .emp file with the lowest racial and tech settings, and then blindly guessing which tech/racial points to add if I wanted to play with more than what was loaded from my .emp file. I figure subtracting points is a better method, because I can view what the race Would have picked if it had more racial/tech points and this gives me a better idea of what it would look like with less tech points.
One problem arises when I create a new game with 5000k racial and High Tech settings (which are the same settings that i created my .emp files with). If I then load an empire and go to "edit empire", there is still 200000 tech points not spent. Does the computer not spend all the tech points it is given when it generates ai players? Or is something else wrong with my method?
Also worth noting, is that SE4 comes with .emp files for all the default races (in three versions each, 2000k, 3000k, and 5000k). Why isnt this the case for SE5?

Re: I am trying to create .emp files for the Default Races but a
Did you check if the racial techs were selected?

Re: I am trying to create .emp files for the Default Races but a
I was talking about special techs granted by a racial trait. Were the empires with excess tech points lacking those? (if they could select them of course...)
Re: I am trying to create .emp files for the Default Races but a
The reason the distribution is almost identical is because all the AI empires share the same research script file, so excluding the special techs( organics, crystaline, etc. ) they all get the same instructions on what to research and in what order( and also what to build and such, although that is influenced by other factors like colony conditions ). In other words, all the races are the same, just using different shipsets and racial traits.




Re: I am trying to create .emp files for the Default Races but a
I'm guessing that it tries to use the 10mill tech points given at high tech level setting to increase the tech levels in a specific order, and that when it has 200,000 tech points left it comes over a tech that costs more than 200,000 to increase; instead of continuing with a cheaper tech it instead just stops right there.
Not sure why he didn't include premade emp files. Perhaps it was simply overlooked, or perhaps the beta testers didn't think it necessary.