Race specific governments

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

Post Reply
madpainter
Posts: 70
Joined: Mon Apr 05, 2010 2:09 pm

Race specific governments

Post by madpainter »

Hi I've just started getting into modding my own races and it's occured to me that certain government types are only useable by certain races. How is this handled in the game files? Is it moddable, and if not does anyone know which races can use which unique goverments so I don't edit the wrong ones?
User avatar
nicodede62
Posts: 194
Joined: Fri Jan 04, 2008 2:22 pm
Location: France

RE: Race specific governments

Post by nicodede62 »

Not possible for moment, sorry [:(].
- Pour l'Empereur -
Image
madpainter
Posts: 70
Joined: Mon Apr 05, 2010 2:09 pm

RE: Race specific governments

Post by madpainter »

ORIGINAL: nicodede62

Not possible for moment, sorry [:(].
OK, I guessed as much.
Say for example I modify the teekans will the new race have access to the merchant gov?
If thats the case it should work like this
hive mind ----races 2 13 and 17
merc guild-----races 11 15 8
techno---------races 5 10
utopian--------races 14 18

default governments only---races 0 1 3 4 6 7 9 12 16 19
(I prefer to think in race numbers considering the names will change [:'(])


EDIT----
No doesn't seem to work. AFAIK after testing it seems the governments are linked to a specific race name as soon as you change it the gov form is no longer there :(
NVM now I know.... I can work around it and carry on regardless.
Post Reply

Return to “Design and Modding”