myfist0 myfist0

[SotC] Universal Race Relations

[SotC] Universal Race Relations

[help me out]

http://sins-of-the-creator.weebly.com/races.html

 

I figured out how to add as many races as I want to my m0d and only load the assets when the stackable race is applied.

Help me out with who should be allies and enemies with who please. You can click the link to that races table and copy the table to the post or any quick notes are also good. 

 

 

8472
Advent
Amarr Empire
Ancients
Argon Federation
Asgard
Beast
Borg
Boron Kingdom
Caldari State
Cardassian
Centauri Republic
Colonial
Cylon
Dalek
Dominion
Earth Alliance
Galactic Empire
GTA
Gallente Federation
Goa'uld
Hiigaran
Khaak
Klingon  Empire
Kushan
Minbari Federation
Minmatar Republic
Narn Regime
Paranid Empire
Rebel Alliance
Romulan
Shadows
Shivan
Sivtherium Corp
Somtaaw
Split Dynasty
Starfleet
System Alliance
Taiidan

Tau'ri
TEC
Teladi
Vasari
Vasudan
Vaygr
Vorlon Empire
Wraith
Xenon

 

 


SoundMusic.sounddata for the Main M0d
musicThemeData for the Main M0d
SoundMusic.sounddata for the Add-ons
musicThemeData for the Add-ons

 

Add Races Change Log txt updated 8/26/11

 

Diplomacy_1.32_fixed_Particle Folder.7z

Reduced Mine Meshes by SivCorp

Blank Mesh Collection

Diplomats

purdyaw
noing
GoaFan
CPT_Rhino 
SpardaSon21 

[Leaked] Diplomatic Cables

 

Freespace Teamleader     

Gurkos Sounds

468,352 views 181 replies
Reply #26 Top

what about halo factions? and beyond!! XD Mass Effect factions Transformers idk more mor more

Reply #27 Top

the ea, tauri, colonials, and the federation would all be allies with each other as they are all very similar altho being that the federation values are set much higher than anyone elses maybe the should be like +1 or neutral 0 with the ea, tauri, and colonials

 

i think the ancients could even be added into this alliance being as their values are pretty high as well and are kinda on the same level as the federation

the milky way asgard could even be in this alliance

Reply #28 Top

Quoting Zeta1127, reply 23



Quoting Zeta1127,
reply 12
its Vaygr not Vyger

Thanks I forgot the "A" twice lol.

Reply #29 Top

Quoting myfist0, reply 24
Links are back up, might be some errors here and there. 

Thanks Zman   You are close but don't have the whole theory yet.

well... the entity.manifest would have to include all the entries for all of the mods. The galaxy scenario def could be trimmed to almost nothing if your not overly concerned with maps or starting units.

 

The problem areas I see are with the shared files and hardcoding.

Shared files you will need to be concerned with:

Explosions.explosiondata

SoundDialogue.sounddata

SoundMusic.sounddata

Also of note: Sounds are limited to 2000 entries.

enum { MAX_SOUNDDATA = 2000 };
enum { MAX_SOUNDIDS_PER_TYPE = 6 };

* If only there was a sounddata.manifest....

 

Other hard codes that will need attention (i.e. may affect the # of "Add a mod" you can activate):


enum { MAX_NUM_MESHES = 400 };
enum { MAX_NUM_FILE_TEXTURES = 1000 };
enum { MAX_NUM_FILE_CUBE_TEXTURES = 10 };

enum { MAX_NUM_ICONS = 2000 };

 

Edit - The English.str will be particularly large as well :P

Reply #30 Top

Quoting myfist0, reply 7
Lets see who can figure out how not to load them.

Use dummy files for the referenced Vasari and Advent entities, plus make the PlayerTech.entity, PlayerPsi.entity and PlayerPhase.entity un-selectable in the base mod.

Edit - I'm assuming your leaving the tech entities used by the militia but you could zero out the remaining with dummy files...

Reply #31 Top

Weebly traffic overload warning  8C

@ ZombiesRus: Ya the sound is what has me thinking still. I figure a few human races can share sound effects and music will use the same names so just load different depending what add-on is highest. Textures not a problem unless some boob tries to load more than 10 races.

@ sparta: Great suggestions. keep em comin'.

Reply #32 Top

Quoting ZombiesRus5, reply 30
dummy files...

"Dummie Files!" - I LoVE it. :grin:  and here I was calling them blanks. I knew you could do it  :thumbsup:

I copied and renamed the entities used by the pirates so I can customize them but for now they still use TEC assets.

Still goes a lot farther as non of the brushes, player pics or player themes will be loaded for the player either

 

Reply #33 Top

Ya, I just did a test run of this with my mod and other than the debugger warnings it worked well enough. I only have a few shared assets in Races mod folder and all the other race specific in their own folder.

What I think would be funny is for you to do this, except maybe use the thumbnail pictures and get all the races on the player setup screen...

Reply #34 Top

Quoting myfist0, reply 31
@ sparta: Great suggestions. keep em comin'.

It is Sparda, not Sparta.  Yes, I get it a lot.  Sadly, I haven't played EvE Online or the X games so I can't help you with those races, although from my understanding the Khaak and Xenon are both horribly evil forces on par with the Daleks and Borg.

Starfleet, the Tau'ri, Argon, and EA should all be pretty friendly as they're all comprised heavily or singly of humans and dedicated to democracy and self-determination.  Throw the Asgard in there as part of a multi-universe alliance of goody-goodies.

Starfleet should hate the Galactic Empire and be friendly towards the Rebel Alliance since the Empire is an oppressive dictatorship dedicated to crushing aliens and the Alliance is trying to create a galactic republic similar in function to the United Federation of Planets.

I'd make the EA Friendly with the Narn due to technology transfers during the Earth-Minbari War, Neutral with the Centauri, and Disliking the Minbari.

+1 Loading…
Reply #35 Top

Quoting ZombiesRus5, reply 33
What I think would be funny is for you to do this, except maybe use the thumbnail pictures and get all the races on the player setup screen...

Way ahead of ya there but its a surprise 

 

@ sparda: sorry you were a page back so I was to lazy to check. 
More great ones. I will get the pages updated soon   k1

Reply #36 Top

Looks like this is progressing smoothly.

The nine Races I would Choose would be:
TEC - Advent - Vasari - Rebel Alliance - Galactic Empire - Vaygr - Hiigaran - Starfleet - Klingon

Does your mod make any changes to the Sins Universe such as adding planets and other things of the like or will this just be a mod that can add and remove races? If it does make changes to the Universe is there a main page that I can see all that your mod does?

Reply #37 Top

There will be add-ons for specific galaxies that change or add planets and sky-boxes. If you do not enable it they will be stock.

Reply #38 Top

Quoting SpardaSon21, reply 34

I'd make the EA Friendly with the Narn due to technology transfers during the Earth-Minbari War, Neutral with the Centauri, and Disliking the Minbari.

but then the ea and minbari end up having a major alliance

Reply #39 Top

Quoting noing, reply 22
@zombie it would be just amazing if ur races were included in this mod

wraith vs the plague would be an amazing battle

Thanks for the nice complement k1

Reply #40 Top

Hahaha - 34 races in game now and no errors. 10 race limit my ass  }:)

Must have modded about a 100 files b4 testing and not 1 error.  :grin:

 

Bohw cHicKa cHicKa - wHow wHow.

Reply #41 Top

Quoting noing, reply 38
but then the ea and minbari end up having a major alliance

The EA and Minbari don't ally until after the EA Civil War.  Yeah, they're part of the Babylon Project, but the Minbari kicked human ass in the Earth-Minbari War until they were within spitting distance of orbitally bombarding Earth.  Besides, EA being Neutral/Friendly with all of the B5 races would be boring.  There needs to be some in-universe tension for those that want to play games where everyone is from the same universe.

myfist0: I hate to poke you again, but you've added the Vorlons and have forgotten the Shadows.

Quoting Holybeast, reply 26
what about halo factions? and beyond!! Mass Effect factions Transformers idk more mor more

As much as hate agreeing with any part of this mortal insult to the English language, I do think the Systems Alliance would be pretty cool.  I'd love to have an EA/Tau'ri/Systems Alliance/Colonial/Argon stellar cage deathmatch.

Reply #42 Top

You do not realize how much work it is to add another few races. It will take me 10 years to m0d this myself.

 

EDIT

Figure out a FINAL list of races and I will get them in. That all needs to be done before I can proceed further.

Mass Effect

 holy crap

Reply #43 Top

Quoting SpardaSon21, reply 41
and have forgotten the Shadows

OK they are going in. I really need a final list though soon please.

Who is this "System Alliance"?

 

@Zman: Figured out the sound limit workaround. There is 2 methods to get your sounds in.

Of the races picked, the top most mod will be the sound set used so if I pick 

  • Empire
  • TEC
  • Vorlon

the "Empires" voice effects will be used even if I choose to play Vorlon. If I want Vorlon voices I have to move that add-on to the top.

Method 2 is a "My favourite Sounds" add-on which a player can copy there favourite races sounds into and keep that on top of all the races.

  • My Sounds
  • Empire 
  • TEC 
  • Vorlon

If I have Advent sounds in "My Sounds" add-on they will override the top player add-on and will be multi-player compatible as long as the same add-ons are enabled in the same order.

Reply #44 Top

Quoting myfist0, reply 43
@Zman: Figured out the sound limit workaround. There is 2 methods to get your sounds in.

Ya, that will work out nice. Plus if you can easily change out the whole UI, opening theme, etc based on the top race.

Pretty cool, I'm glad my mod is already 90% structured to support this setup.

Reply #45 Top

Quoting ZombiesRus5, reply 44
Plus if you can easily change out the whole UI, opening theme, etc based on the top race.

Thats the main plan man.

you do realize that you have to have all the TEC Psi Phase removed from the names so they are all the same?

Squad_TechCombat_OnSelected_0.ogg
to
Squad_Combat_OnSelected_0.ogg 

Squad_PsiCombat_OnSelected_0.ogg
to
Squad_Combat_OnSelected_0.ogg 

then use the same soundDialogue file in each add-on if you need to add specific entries

Keep the weapons and engine sounds in the main mod. These may pile up and need to be share amongst races.

Reply #46 Top

Okay, at this point I just have to ask, do you have the art assets for all of these races, or are you just wanting the framework so that they can all work together and then be finished off later?

Reply #47 Top

Basically the framework and I like the challenge of accomplishing what no one else could. The framework is MOST IMPOTANTE. To add a race later will be a big problemo. Its the way the main m0d is designed to handle all the races.

I have been collecting assets for a while but no where near enough to finish even 1 add-on.
At least I have a place to put them all and test them.

Been working on EVE models, music and icons lately. Made lots of icons and music and UI for SOA2 so thats my stuff that they are using without listing me in the credits. :annoyed:  Getting a lot better at modelling. Almost done my first Galaxy Class.

Any assets donated will defiantly be appreciated and credit and karma given.

Reply #48 Top

Quoting myfist0, reply 45
Thats the main plan man.

you do realize that you have to have all the TEC Psi Phase removed from the names so they are all the same?

I won't have too, but I understand why you want to for building out more of a templated race addon.

You might want to leave some racial event voices for diplomacy in the sound dialogue file like the "If you aid me... blah blah".

 

Reply #49 Top

Added CardassianSystem Alliance and Shadows and corrected Dalek spelling.

You might want to leave some racial event voices for diplomacy in the sound dialogue file like the "If you aid me... blah blah".

I'm looking into that.  :thumbsup:     Trying to keep as many race files as I can in the add-ons.

If I was TEC and playing Empire there should be a way for that race specific file (Empire) to be loaded with the Empire add-on.

 

Adding all the races I have to 0 out all the changes to the relationships that were suggested but I will keep a copy of all the suggestion posts and update all the race pages once all the race links are in each page.

Reply #50 Top

You really don't need to add the Systems Alliance, especially since they'll take so much work.  You could always ask Lord_Set about access to his ships and structures though.  http://www.moddb.com/mods/mass-effect-dawn-of-the-reapers

I would suggest asking the various mod teams if you can have access to their assets provided you give them credit for them.  Requiem and SoGE would be a couple places to start as they have Star Wars ships, and if what you've said about your work for SoA2 is true, I'm sure they'd let you use their models.  Sins of the Younger Races has a lot of Babylon 5 ships and models you could ask about.