Immobilizing major races

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Transwarp
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Immobilizing major races

Post by Transwarp » Mon Apr 30, 2012 7:25 pm

I know that it is not possible to prevent a major race played by the AI from appearing in a game, so you always end up with yourself the player facing 4 major races by the AI. But is there a way using the UE to somehow modify any stats/values/starting conditions or whatever to at least prevent a race from advancing, i mean to somehow immobilize it so that its forced to stay in its home system? So it would seem as if there were only the player and 3 major races played by the AI.
And if there are possibilities, which one is the easiest to do?
Any suggestion will be greatly appreciated!

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Re: Immobilizing major races

Post by thunderchero » Mon Apr 30, 2012 8:05 pm

Transwarp wrote:I know that it is not possible to prevent a major race played by the AI from appearing in a game
I just did a quick test and yes you can kinda prevent a race from being part of the game.

first
you would need to adjust each starting population of the race or races you do not want in the game to "0"

next
add the code for Custom starting systems for each empire (meprvnum.bin fix)
viewtopic.php?f=9&t=629&p=24351&sid=575 ... d24#p24351
and set each starting for that race to only have home system.

But this will have 2 side effect on turn 1 the race will have ships over home planet. but next turn you will get message "it will be a long day to remember ******** has fallen and ships will be removed from map.

Note I did not test what would happen if that race selected by human player.

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Re: Immobilizing major races

Post by Transwarp » Tue May 01, 2012 7:26 am

Thank you thunderchero, i will try that out and report back after testing a little bit.

Thanks a lot!

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Re: Immobilizing major races

Post by Transwarp » Tue May 01, 2012 2:44 pm

Omg, just realized that the required modifications are a bit beyond me, i am a noob at IT.
I can handle UE but thats it. Maybe i find a solution using just ue and if anybody has an idea that would be great.
Sorry thuderchero for your efforts and my incompetence.

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Re: Immobilizing major races

Post by thunderchero » Tue May 01, 2012 2:48 pm

UE will edit the population you just need to open the trek.exe instead of stbof.res.

that would work without other changes for tech 1, tech 2 and tech 3 starts. but since tech 4 and tech 5 have extra systems they would survive. (unless you are editing some mods)

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Re: Immobilizing major races

Post by Transwarp » Tue May 01, 2012 5:30 pm

Thanks, that will do the job, tech 1,2,3 for me is fine as i always start a game at tech 1.
Because when i reach tech 3 i am usually far more advanced than if i had started at tech level 3.

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Re: Immobilizing major races

Post by adi » Wed Nov 14, 2012 12:48 pm

or you could start the game at a higher tech level and make the race you want to immobile start at tech 1. It won't be long before it vanishes :)

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Re: Immobilizing major races

Post by Thunderchild » Thu Nov 15, 2012 5:35 pm

Why not setting each ship of the ai to speed 0? This way the ai can't leave their homesystem.

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