OK, I couldn't tell whether or not you were referring to static, as opposed to animated, sprites. Lost in translation.Undynamic = not changing; no tribe mask.
I greyscale the unmasked areas before I run SpriteGen or CivSprite; I find it easier to eyeball the brightness levels and make adjustments. Funnily enough, I updated a bunch of these for an Original Game mod pack the other night.Thanks for the link; took me a while but I got it working. Some of the units end up a little too dark, but that's something I'll have to sort out myself.
@INITIAL_SETTINGS
0,0,14 ;Infidels
0,0,11 ;Humans
0,71,8 ;Goblins
0,73,52 ;Stygians
0,69,12 ;Merfolk
0,72,9 ;Elves
0,70,13 ;Buteos
Have you read these two articles?I think I figured out most of the events macros for the improvement built and AC arrive, however I tried reading some of the info about flags and masks, and was admittedly in over my head. I know the binary part is from right to left, 32 flags for 8 civs (barbs counted), but what do each of these 32 flags represent individually? I tried looking at Extended Original's evens.txt negotiation masks, but was again confused.
I've got no idea what you're talking about.Also, the alien system is nearly three dozen LY away, rather than at Alpha Centauri. Does that change anything?
Actually, yes, those were the articles I mentioned having already read but still couldn't understand. Sorry, I should've been more clear.Have you read these two articles?
The Extended game events file is a bad example, because although it includes the @INITFLAG event at the head of the file, it doesn't actually contain any tribe flags. Try the Midgard scenario. Oh and use this version (It contains bug fixes.). For information on the Negotiation trigger, see Macro.txt in the main ToT folder.
I was under the assumption the Spaceship had to be non-FTL, so if I had the ship originate from the alien planet, which is 35 light years from Earth, the ship would have to take more than 35 years to get to Earth.I've got no idea what you're talking about.
@IF NOSCHISM found
looking for whom=
Could not find Belle Hadeans, check spelling
found defender=Belle Hadeans, but Belle Hadeans is not valid
Illegal NOSCHISM statement
@IF
NOSCHISM
defender=Belle Hadeans
@THEN
@ENDIF
Nucleoid Nuclei,Nucleina Nuclei, 1, 6, 1, Belle Hadeans,Belle Hadean, -1, 1, 1,
@IF
NOSCHISM
defender=Plutonian Empire
@THEN
@ENDIF
(me),???, 0, 4, 3, Plutonian Empire,Imperial, -1, 1, 1, 4, President, President, 5, Ice Lord, Ice Lady, 6, Ice God, Ice Goddess
Unless there's some yet to be discovered method, it's no to both. You can only modify the existing ones: Original, Fantasy and Sci-Fi. Having the ability to run mods independently of the official ones would be nice. The person to talk to about that would be TheNamelessOne.Is it possible to make modified basic games, without changing the ones that come with the program, or possibly make a scenario where the player can change the features of the game?
Changes to scenarios are made through text files and the Cheat menu. The Cheat menu is used to modify SAV and SCN files exclusively, so if you plan on making a mod that begins its games from the world-building phase, then it's not required.Also, it appears that changes to scenarios are made through the cheat features. Will I miss features if I edit the text files instead?
Unless there's some yet to be discovered method, it's no to both. You can only modify the existing ones: Original, Fantasy and Sci-Fi.
Having the ability to run mods independently of the official ones would be nice. The person to talk to about that would be TheNamelessOne.