Hi, Modding Magicians
I have been reviewing the plethora of information compiled here but have found nothing more than an oblique reference to my question (apologies if I have missed it OR am simply unaware of some unspoken galactic truth).
All the amazing mods, all the fantastic adjustments, and there still seems to be a cap on the maximum number of minor races.
Therefore, I pose my (likely) dumb question(s)
1 - Is there a known way to circumvent this program limitation
2 - Has the responsible code been identified
3 - Is there any community interest in pursuing this
With thanks
limit for minor races
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- thunderchero
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Re: limit for minor races
no, not currentlyUnnamedRedShirt wrote:1 - Is there a known way to circumvent this program limitation
most of the code is known, but it is spread out over so many sub routines and files. here is just an example of what would be requiredUnnamedRedShirt wrote:2 - Has the responsible code been identified
trek.exe would need to be edited to allow more entries.
race.rst would need to be increased to allow more entries and trek.exe edited to read those new entries
aiminor.wtf would need to be increased to allow more entries and trek.exe edited to read those new entries
minor structure list in trek.exe would need to be increased. (no space for extra code)
not to mention all the other sub routines that would need to be edited diplomacy, ship movements, AI growth, game saving (this list just goes on and on)
but main obstacle is would be limited space in trek.exe to increase lists.
UnnamedRedShirt wrote:3 - Is there any community interest in pursuing this
yes, this is one of the most requested improvements
many have attempted increasing minors with very limited results. IIRC jiggy was able to add a single minor but would crash on invasion, did not show in diplomacy screen, had no special structures and so on.
If you are interested in attempting this I wish you luck
thunderchero
- UnnamedRedShirt
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Re: limit for minor races
Thank you, sir.