
Minor Races Structures
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RACE
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UNIQUE STRUCTURE
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FUNCTION
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Acamarians
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Acamarian clan hall
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+100% credits, +1 morale
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Andorian's
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Andorian war college
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+25 ship experience
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Angosian's
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Super soldier academy
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+50% ground combat
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Antedeans
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Harvesting complex
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+100% food
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Anticans
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Mustering base
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+50% ground defense
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Bajorans
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Bajoran jalanda forum
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+1 morale empire-wide
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Bandi
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Architectural center
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+100% construction research
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Benzites
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Industrial center
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+50% industry
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Betazoids
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Counseling academy
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+50% security
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Bolians
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Cosmetology center
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+50% espionage total
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Bynars
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Planetary computer
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+100% computer research
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Caldonians
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Research think tank
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+25% research empire-wide
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Chalnoth
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Gladitorial arena
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+100% weapon research
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Edo
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Palace of Edo
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+1 morale empire-wide
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Ktarians
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Ktarian game studio
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+50% sabotage total
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Malconians
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Kinetics lab
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+100% propulsion research
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Mintakans
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Mintakan farm
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+100% food
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Mizarians
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Monument of surrender
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+5 morale
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Nausicaans
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Recruitment center
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+40% ground combat
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Pakleds
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Collection facility
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+100 research
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Selay
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Selay mustering base
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+50% ground defense
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Sheliak
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Bioengineering center
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+100% biotech research
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Takarans
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Physics institute
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+100% energy research
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Talarians
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Defense network
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+100% ground defense
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Tamarians
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Mythology library
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+300 research
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Trills
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Research committee
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+30% research empire-wide
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Ullians
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Psychohistorical archive
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+25% Intel total
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Vulcan's
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Science academy
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+35% research empire-wide
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Yridians
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Intelligence service
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+40% espionage total
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Zakdorn
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Military academy
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+100 ship experience
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Information on structures
Structures Basic These structures are self-powered but require 10 available units of population to operate. These structures supply empires with five resources:food, industry,energy,intelligence and research. Each basic structure only supplies one of those resources, with the amount varying according to the specific resource, the structure's technology level, planet type and empire type.
Defense Structures Defense structures are structures used to conduct spy operations and, as such,supply intelligence points to empires. Advanced defense structures produce more intelligence per structure. Shadow teams are defense structures for the Cardassian's, databanks for the Federation, data brokerages for the Ferengi, security centers for the Klingon's and Intel centers for the Romulan's.
Development Structures Development structures are buildings that make raw materials into finished products. As such they supply empires and races with industry. Development structures with higher technology levels produce more industry per structures. Industry production is also increased by a population with a positive morale. Assembly yards Are development structures for the Cardassian's, mass Replicators for the Federation,machining guilds for the Ferengi,foundries for the Klingon's and fabricators for the Romulan's.
Energy Structures Energy structures are structures that produce energy to power other structures. Advanced energy structures are able to supply more energy per structure. Fusion plants are energy structures for Cardassian's,plasma reactors for the Federation,power exchanges for the Ferengi, matter furnaces for the Klingon's and Gravitic turbines for the Romulan's.
Food Structures Food structures supply populations with food, allowing empires to increase their population size. The therefore supply empires and races with industry. Advanced food structures supply more food per structure. Hydroponics farms are food Structures for the Cardassian's, automated farms for the Federation, grower's markets for the Ferengi, hunting grounds for the Klingon's and Organics plants for the Romulan's.
Research Structures Research structures explore scientific theories and expand understanding of the universe, as such, they produce research for empires. Advanced research structures produce more research per structure. Research production is also increased by a population with a positive morale. Science centers are research structures for the Cardassian's,universities for the Federation, research labs for the Ferengi, halls of learning for the Klingon's and laboratories for the Romulan's.
Special Structures These structures provide services such as scanning,planetary defense or starship construction. While special structures do not require a population to run, they do require outside sources of energy, such as energy structures, to function.
Dilithium Refineries Dilithium refineries are built in solar systems where dilithium is located. These refineries are crucial in the construction of starships, since without them, it is not possible to use dilithium in building starships. Each empire's home world starts the game with this structure.
Orbital Batteries Orbital batteries are designed to attack enemy ships that attack the solar system the batteries are located in. Multiple orbital batteries work together to defend against invading starships. Until orbital batteries are destroyed, a solar system is difficult to invade.
Scanners Scanners search nearby sectors of space for enemy starships and display their location on the Galactic Map. Enemy starships in unscanned sectors are not shown on the map. Depending upon their technology level. Some scanners might be able to detect cloaked starships.
Shield Generators Shield generators reduce the damage caused by starships bombarding a solar system. These structures also reduce the amount of troops that can be deployed by a troop transport for a ground invasion, making invasions difficult until they have been destroyed.
Shipyards Shipyards are facilities that allow an empire to construct starships. To build them, construction is the require technology field. Each empire's home world starts the game with this structure. A shipyard cannot build starships unless there is sufficient dilithium available. Active shipyards also extend the range of a starship and enhance the rate of repair to damaged starships docked there.
Race specific and Other Structures Depending on the empire you play and the planets that exist in your solar systems, you may have several other structures available to you that enhance the output of system level resources, such as aquiculture centers that can be built on aquatic worlds. These will appear on the Build List when available. Their are structures that are unique to each empire or race. Their benefits, therefore, vary from empire to empire, race to race. These structures can be enhanced versions of basic structures, such as the Utopia Planitia Shipyard, or can provide bonuses to resources, such as the Romulan Astrophysics Academy. Others can train starship crews, such as the Andorian War College, or improve morale, such as the Bajoran Jalanda Forum. Each empire has five race-specific structures it can build, and each minor has one race-specific structure that can be built by an empire that controls it.
Structures every race can build Aquaculture Center Charge Collectors Communications Grid Dilithium Refinery Listening Post Orbital Battery Shield Generator Subspace Scanner Wind Turbines
Game Overview
Overview Control on of five major empires: Federation, Klingon, Romulan, Ferengi or Cardassian, each with its own set abilities, strengths and weaknesses. Encounter over 30 exotic races. And beware, there lurks the potential for a Borg invasion-threatening all players!
Game Highlights: Manage a complex economy of empire-level resources, solar systems and trade routes Develop your intelligence and use diplomacy to forge alliances or create enemies. Rise or fall by your ability to develop or acquire technology. Sabotage your enemies-and frame other empires! Construct, maintain and mobilize our starship fleet-and put it to the test as you engage in turn-based 3-D space combat. Features multiple skill levels for long-term replayability Play against human-controlled empires via the internet LAN or modem
BotF is essentially a strategy game, based around micro-management, diplomacy and battle tactics. The single player game has two modes, Domination and vendetta. Domination requires the player to control over 70% of the galaxy alone or 50% as part of an alliance, the parameters of the game can be set by the player with difficulty levels, technological levels and galaxy size/type all optional. The only game really worth playing IMHO is a large irregular galaxy, with all competing empires at an advanced technological stage and the difficulty set to impossible (Random events ?on? is also good) Domination, with ?minor race? set to ?many? By all means practice at the lower levels but I can tell you that generally the AI is not too bright and once you get a hang of the game victory is always yours.
Players You can choose to play as one of the five major empires in the galaxy. If running around declaring war on everything alive floats your boat then try the Klingon's. If you enjoy diplomacy, self-righteousness and loads of research (which is rewarded, believe me) then play the Federation. If you get a kick out of sending teams of spies and saboteurs to bomb murder and maim rivals then the Romulan's or Cardassian's are for you and if you get really excited out of a big wad of cash then I suggest throwing your lot in with the Ferengi. Each empire has a different style design theme and way of playing, some empires are harder to play than others. The easiest to win, on all fronts is the Romulan's followed in order by the Federation, Klingon's, Cardassian's and finally the Ferengi. The last two can be a bit of a challenge and I would suggest starting with one of the easier empires until you learn the ropes.
Objectives You begin with control of three star systems, one your home system, the other two advanced colonies. Scattered throughout the galaxy are many different worlds some inhabited some ripe for the picking, your objective is to populate and control as many of these systems by whatever means possible until you dominate the galaxy and everyone kisses your ass. The only way to win the game, without cheating is to have a healthy economy. The more cold hard cash you've got the more you can arm yourself, this is completely consistent with history ? just ask Napoleon or Hitler ? without heavy industry, there's no cash, with no cash there are no fleets and no armies, no armies? No win! So it all comes down to cash in the end (as always)
Galaxy size and how many minor races
This chart details the number of minor races that you will find in a given galaxy for each minor race setting. This information was collect from http://www.geocities.com/maasenstodt/ credit goes to him for chart.
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None
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Few
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Some
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Many
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Small Galaxy
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0
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4
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4
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6
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Medium Galaxy
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0
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7
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12
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17
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Large Galaxy
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0
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10
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16
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24
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Cheats
Start by going to Birth of the Federation's installation directory (Default is C:botf) and locating trek.exe
Right click on trek.exe and select Sent To > Destkop (create shortcut)
You should now have a "Shortcut to trek.exe" on your desktop, right click and select Properties
Under the Shortcut tab change the Target line to this:
Make sure that -MUDD is OUTSIDE the quotes, capitalized (especially in XP) and seperated from the closing quote by a space!
Under the General tab rename the shortcut to something like "BotF Cheats" and click apply, then ok. (If Apply is grayed out, just click ok)
Now you can either keep the shortcut on the desktop, or if you're like me, move it somewhere else by clicking and dragging the icon to a folder, the start menu, or the Quick Launch toolbar.
You have to use this shortcut every time you wish to play with the cheats enabled
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RESULT
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KEY
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100% research points distributed between current projects
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[F9]
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10,000 additional credits
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[F10]
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Full map
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[F11]
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RESULT
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COMMAND LINE PARAMETER
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Alliance formed
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-bones
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Planet destroyed
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-kirk
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Game lost
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-gorn
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Game won
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-picard
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Basic Strategy Guide
1) 7 Warbirds and 2 Battle Cruisers Can defeat almost anything in the game including a Borg cube. Just make sure you cloak them first so that they get there surprise attack. I found that even if the enemy can absorb the Intel attack they usually can only destroy the battle cruisers on the next barrage.
2) You have to put your research for buildings very high so you can build factories which produce faster. Then it is easy to build a big fleet and conquer the nearest systems.——-Keep in mind if you have more than one world you can use one world for building,one for research,one for internal security,etc.
3) It is always best to terra form every planet for maximum population.
4) BEFORE TRYING TO ATTACK AN ANOTHER IT WOULD BE BETTER TO HAVE AN ALLIES TO HELP YOU CONQUER YOUR ENEMY YOU WILL SE THAT IT IS BETTER THAN ONE. IN A BATTLE GROUP ON MY STRATEGY 4 MAIN SHIPS WITH 1 ESCORT EACH BECAUSE THE MAIN SHIPS ARE ONE OF YOUR BIGGEST MILITARY ASSET THEN HAVE FAST AND MANEUVERABLE ATTACK SHIPS DO THE ATTACK THE 4 MAIN SHIPS IS FOR SUPPORT INCASE SOMETHING WENT WRONG AND YOU SHOULD HAVE BACK UP SHIPS READY IT WOULD BE BETTER IF YOU RESERVE BATTLE GROUP READY INCASE THE ENEMY WOULD STRIKE BACK.
5) I would disagree about the "Auto" step. If you set your colony to manual and then upgrade the fabricators to the max first, you will increase your credits. Keep only 2 or 3 of the other 4 areas (this makes it cheaper on the upgrades) – also only colonize 1 system at a time – makes for faster upgrades.
6) To attack a planet and land troop transports you have to attack the planet with at least 6 ships for two turns then attack the planet with two troop transports and you will get the planet. The invasion will be a success.
7) Always set up the game with "many" minor races when playing as the Cardassian's. They are built for conquering and controlling the weaker races. The Cardassian's have the BEST moral structures in the game and highly resilient ships for planetary assault.
8) To mess with the Federation, offer them a peace treaty, break it. If they offer you a treaty, take it and then break it next turn. Also, always declare war on the Ferengi. That way they can't trade with you and make loads of money.
9) When playing as the Federation try to meet as many minor races and get on their good side bye giving them gifts of credits when you ask them to be friends, affiliates,or member. If you give them the right amount of cash they will barely ever say no. Once you have them use their trade routes and gain more credits to use this strategy on other minor races. This works good because once they join you its like getting an already developed colony.
10) When playing as the federation always Always include a science vessel in your fleet so you can tell what move your enemy is about to make.
11) Well from what I've seen the Defiant is very hard to hit and is my favorite ship so far in the game. I have taken 1 defiant against the entire Ferengi fleet without losing the ship before they retreated after losing 14 ships in 4 turns(23 ships in the Ferengi fleet and I took out a cube with just 3 defiant's.) Just set them to evade and watch the fireworks.
12) TRADE, TRADE, TRADE! Do not underestimate the power of your economic influence. The ability to attract minor races through trade as the Ferengi nearly equals the Federation's pure charisma. You must trade as much as possible when playing as the Ferengi.
13) Choose a race you encounter in the beginning and start giving it some cash get it to affiliate with you while you terra forms his homeworld. When that race will encounter another race or is threatened by another event, its population will jump to its maximum…since you have terra formed all his system and he already is in alliance you pay him once or twice , get membership and you get a full developed world, ready to produce your brand new cruisers.
14) Ferengi torpedo's are very powerful, and their beam weapons are weak. Use the Assault strategy as much as possible to capitalize on your strengths. In fleets with Light Raiders and heavier ships, the Light Raiders usually buy it because they start out in front and move into close range faster. Try setting some of your LR's on Evade. They're very good at dodging beams and they can cause the enemy to waste a lot of their firepower in the seconds before your torpedo's hit them.
15) I just completed a game with Romulan's and though it wasn't a great score, I found that my ships got to legendary status after killing Borg cubes for the 7th. or 8th time – my strategy was to build two fleets of ships maximum of nine- cloaked of course, composed of Warbirds and others- also having these maybe be costly – but you can build colony ships really quickly i.e. 2- 3 days then scrap them for 3200 credits each time which will pay for their upkeep- also the other races easily get scared of your fleet as well – so you can demand tribute from them easily- every second or third turn- though this could be just luck!
16) While you are going on the offensive a key thing to remember is not to get to stretched out. Making outposts and starbases to extend your range can hurt you or be used to your advantage. If you are over extended in range and your opponent knocks out one of your outposts or starbases, then you suddenly find yourself stranded. Now this theory works the same way if you need to stop a major invasion in your space. Another brutish method is to knock out worlds that are colonized by your opponent and are way to close. You are setting up a "neutral zone" so you have time to react. Use listening posts and science vessels as early warning systems. Small note, The Federation's mass population does not support the theory of bombing worlds till no life is present.
17) Intercept?——-Intercept works real good. Playing from the federation view setting your destroyers and hopefully defiant class to intercept gives you a huge net. The worse thing to due is send a butt load of ships chasing down one scout. Set your ships or even fleet to intercept and watch the carnage. Your ships will intercept any intruding vessels in the surrounding area. This will help stop mass invasions on multiple fronts.
18) Scouts——–You need to send out your scouts at all times. Fighting blind can hurt you. Always send your scouts into hostile territories in order to see how many ships and outposts you will be fighting. Also include your scouts in your fleets for the same reasons.
19) Listening posts and scanners are a must. If you don't use scouts alot at least have scanners and listening posts built on your worlds, that way you can see that invasion fleet coming at you instead at the last minute——-more time to respond.
Large Map Generation Chart and tutorial for UE
First always make backup of trek.exe before starting
Note; if editing other than 800 x 600 resolution you will need to patch the trek.exe with botfrespatch
You also must use UE 0.7.0dev12 or above.
Before starting decide on Galaxy size you want to use from chart below. This chart will also be used to add new galaxy variables
Map sizes above 52×39 are unstable and may crashes.
So lets get familiar with new interface for map generation in UE.
open the trek.exe you want to edit.
Select edit/Game/Galaxy Generation
Page 1 of Galaxy Generation
Note examples used is preset 30×22, 40×30, 52×39 galaxies all values
Enter your map sizes in blue area.
DO NOT change order of map sizes when entering values
DO NOT edit values in red area these values auto adjust.
If you only have html file here is link to "zoom-in.zip" These file make viewing small view much better when sector size set to "25" this is optional
________________________________________________________________________________________________________________________
Using chart above add the values from the line that has the galaxy size you are using to the correct box of the green areas.
NOTE: on min empire distance area if value is too large this will cause galaxy hang up when generating galaxy.
NOTE: on avg number of space objects if value is higher than used in chart above other changes would be needed
If larger values are used the irregular galaxy density should be set to 1.0 to allow more systems
_______________________________________________________________________________________________________________________
next use tab button on bottom right of page 1 and go to page 2
Same as before add values from chart above to green area.
The blue area is user defined.
Max number of minor races has max of 29 for any value.
star/anomaly ratio star ratio should be set to max of 1.0. This would give no anomalies.
The red area will be the hardest area to explain here is post by Gowron
Vanilla values are;
inner arc 1.5
middle arc 1.0
outer arc 0.5
As my personal preference to look of all 3 sizes of spiral galaxy. The setting I used above in image looked the best to me.
But as a rule of thumb double all 3 values then test small changes in s,m,l spiral galaxies. and set to your preference.
Note; During my test if inner and middle are close to same value you get a ring galaxy
_______________________________________________________________________________________________________________________
Use tab button again on bottom right of page 2 and go to page 3
Same as before add values from chart above to green area.
Save trek.exe then reopen trek.exe and double check values.
That's it you should now be able to play in a galaxy size of your choice.
For any question please post here. Or PM me. thunderchero
How to lower the number of Palettes
This Topic shows you how you can reduce the number of palettes used in BotF. As Dcer figured out quite a while ago the maximum numbers of palettes that trek.exe can use is 127. here’s a small example how your ships look like when you use more than the maximum number of Palettes allowed:

In vanilla botf 122 palettes are already in use, so after adding 5 custom ships to the game you will run into this problem.
this little how to will show you how you can make 2 (or more) textures using one palette together.
here i am using a model of a cardassian hutet(it can be found in the downloads somewhere), the model uses 3 textures, and they have 3 different palettes. but all the textures look quite similar so it makes sense to make them use the same palette.
nr1:

nr2:

nr3:
as you see the texture nr2 has the widest spectrum of colors while nr3 only uses brown, white and orange colors, so if we’d use the palette of texture nr3 we would never be able to display the red spots in nr2 or the black ones in nr1…similar applies to nr1 too. so we use nr2’s palette.
here i have loaded all three texture files into adobe’s photoshop (this is CS 3 but i am sure it works with older versions as well, i have tested it sucessfuly with CS 2)
i highlighted the one i selected before (nr2), now i go to the the color table… menu :

and save the color table of this texture:

now i highlight the next texture, this texture is indexed as well, so i change it to RGB

and then back to indexed color…

Note: Don’t go to the color table… menu again as photoshop doesn’t recompute the picture again in this menu but simply replaces one palette by another which makes the picture look quite funny after it’s done.
once i change back to indexed color… a menu pops up where i select the custom… option:

in the following menu i load my palette i saved from nr2 before.

now the texture uses the palette of nr2…the problem is that the texture also used colors that nr2 doesn’t have…photoshop tried to recompute these colors as good as possible with the colors avaiable in the new palette. the diffusion option in the indexed color menu allows you to tell photoshop how exactly these colors should match the old ones…here you can experiment around as sometimes high values are good and in other times a low value looks better.
i have zoomed in a little bit to show you the difference of high and low values:
100% diffuse:

1% diffuse:
in this case i’d choose a low value it looks better but as i wrote before this is individual for every picture. as a rule of thumb the diffusion value must be higher when the palettes differ more from each other. so if you want a galaxy texture use the palette of a warbird texture (not really recommended) you should use a very high value, on the other hand if you make a galaxy texture use a nebula texture’s palette a low value will do fine.
Adding new models Using UE
Hi Everyone,
first tutorial; How to do simple replacement
Second tutorial; Adding model using 2 models on same phaser slot
third tutorial; adding new not used model to shiplist
Fourth tutorial; How to edit ship scale
Fifth tutorial; How to change what ships are seen in screensaver
Sixth tutorial; How to uses of behave as if built by
Sixth "a" tutorial; How to select What special ships are used
Seventh tutorial; How to lower palettes used
This is a tutorial for importing and exporting ship models using DCER's Ultimate Editor (UE).
The new function can be found here;

This is the screen we will be working with the most.
first tutorial; How to do simple replacement.
Select "Open Ship Pack" and locate the ship packs you have created or downloaded.

Now just select the model on right you are wanting to import. And on left select the model you want to replace. And click on import. And save.
NOTE; You may get a warning message that palette is over 127 if you get this message you will need to reduce palettes manully. if this is not done model will not display properly.

Now, new model has been added and is using all the same info as the model you replaced. (ship stats, upgrades, cost, mantinace, ect) And should have no problem using and building this model in game.
Second tutorial; Adding model using 2 models on same phaser slot.
(Note: this all works the same if tring to put 3 models on same phaser slot).
Open UE and open Ship Pack you want to use. (see images above)
Before we begin just some rules;
No model can share a phaser slot with any Vanilla models. There phaser slot numbers are random so errors would be common.
Before a ship can be imported both models (imported model and model selected to share phaser slot) must use same scale and amount of phasers.
You must plan out what models you plan on using before making any changes.
Example 1;
Using Oberth we just added this will be the slot that will be used for next model imported and will share phaser slot.
click on "rename" in new window input new prefix for model (if 2 models on same slot use 2 characters like "H1" here) (if 3 models on same slot use 1 characters like "H")

Now you will see under renamed model "H1" and "Not used" spot named "H1_"
Next, I need the scale model to match scale for both models. With the first model of shared phaser slot selected click on "edit Scale" In new window change scale to the same as model you plan on importing from Ship Pack.

Now that phasers amount and scale match you can select not used spot "H1_" and model you want to import from ship pack "HU". And click on import.

and save.

Now H1 model is in game working but H1_ model files are in game but model is not in uses.
Note; you have also changed scale of H1 model from 75% to 95% so you could change scale as before to even out both models and split differance to scale of 85%for both models.
third tutorial; adding new not used model to shiplist.
There are many ways to add new models to shiplist I will show 2 ways of added to shiplist
Example 1 "basic" using an upgrade slot.
Open UE and open ship stats.

Now select the slot you want to use and in dropdown list find the not used model you want to add. and edit name, class, and any stats and if it is an upgrade ect.

And save.
Now you have 2 models sharing the same phaser slot and working in game.
_____________________________________________________________________________
Example 2 "Advanced" Adding model by extending shiplist
Open ship stats as before (see above)
Select a used model that is close to the model you are adding then click on "Create Copy"

Next you will see an exact copy of that model. now it is time to edit everything. First open drop down menu and locate the new ship file you just added and select the tga file that use that model. And then edit all stats, so that model will be unique.



And save
Now you have increased shiplist and added a new model.
Fourth tutorial; How to edit ship scale.
This is now a lot easier to do just go to Edit->Graphics->Add/Remove Ship Models then select the ship you want to edit scale on and select Edit Scale. In the new window change scale value to scale you want.

And save
now you have edited scale for that model.
Fifth tutorial; How to change what ships are seen in screensaver.
This also been made much easier to do go to Edit->Ship stats You will find a check box Appers in Screensaver Just check this box. only catch is there is a limit to how many ships that can be used by screensaver so you might have to uncheck a model you do not want to see in screensaver.

and save
Sixth tutorial; How to uses of behave as if built by.
This option will be rarely used by most people and has limited testing. UDMIII will use this to add assault command to all major races colony and troop transports by selecting built by Klingons.

and save
Sixth "a" tutorial; How to select What special ships are used.
With the use of this option you can select what ships are considered special ships. this was only for federation but with a little hex editing this also can be changed. for more info on how to edit read this post.
Special ship post

Seventh tutorial; How to lower palettes used.
this will reduce used palette from 119 to 102. By all races and minors using the same explosions textures.
Fisrt you will need to download these files;
Download and unrar to location of your choice.
Next open UE and add files to res file from editOtherFiles.

Next use add button and browse for the file you just downloaded. Then add all file from "gifs and hobs" folder.
If you have made no changes to res file you can also add palette.lst from "vanilla palette.lst" folder.
If you added palette.lst you are done. and save.
If you did not add palette.lst you will need to set palette for gifs.
With UE from editGraphicsTextures.

Next select cbboom.gif from drop down menu and select "use own palette"

next repeat last step with cgndexp.gif, csboom.gif, cshock.gif from drop down menu.
Next select fbboom.gif and click on remove.

next repeat last step for fgndexp.gif, fsboom.gif, fshock.gif, hbboom.gif, hgndexp.gif, hsboom.gif, hshock.gif, kbboom.gif, kgndexp.gif, ksboom.gif, mbboom.gif, mgndexp.gif, msboom.gif, rbboom.gif, rgndexp.gif, rsboom.gif, rshock.gif.
Next click on trim palette list and save.
That is all I have for now, I hope this tutorial helps
thunderchero


