Explanation of the help file for the file racestuff.lbx
(I don't know how much you know already, so I will describe this with as much detail as possible)
Open the racestuff.lbx file with a hex editor. My hex editor is divided into 2 halves and shows hex on the left and ascii on the right. You will see the ascii is mostly words. Scroll down around 2/3 of the way and there will be a break in the letters. In hex, it will show mostly zeros instead of hex numbers. This is where the race attributes are and this is what you will be changing. In the help file in my previous post, it tells the order in which the races are on the racestuff.lbx file and the order the attributes are in. The 1st race is the Alkari and there are places for switching on or off all their attributes. Then comes the Bulrathi, then the next race and so on. The hex sequence to look for to find exactly where hex numbers which control the attributes begin is like this:
00 00 00 00 0D 00 1F 00 If your hex editor can search a sequence, this should find it. Otherwise, it's roughly about 2/3 of the way down in the file, where you will find a break of mostly zeros in the hex code.
With my editor, it begins on line: 1887
The next hex number should be 02. I'll walk you through the Alkaris to show how the help file (above) works.
1st number is government type. From the help file, you can see 02 means dictatorship. After the 02 (dictatorship), you will see 5 sets of 00. Like this 00 00 00 00 00. These are place settings of 5 different attributes, in this order: pop., farm., ind., sci., & mon. From the help file above, you can see that 00 means there are no changes - these attributes are not used by Alkaris.
The next hex number should be 03, which is ship defense and 03 means they have +50% according to the help file.
The next 9 hex numbers should all be 00, that's 00 00 00 00 00 00 00 00 00. These are where ship att., ground com., spy, low g world, high g world, aqua., sub., large home, and the last one is for rich and poor home, all in that oerder. All are 00 because Alkaris don't use these attributes. See the help file above on how they are set.
The next hex number is 01. This is artifacts home and should be 01 to show that Alkaris have this attribute.
After this will be 14 sets of 00. Like this: 00 00 00 00 00 00 00 00 00 00 00 00 00 00. This is because the Alkaris don't have any additional attributes and the 14 hex numbers represent cyber., lith., repul., char., uncreat., creat., toler., fan. traders, tele., lucky, omnis., stealthy ships, trans dim., warlord in that order - see help file above.
The next hex number should be 02 and this is the government attribute (dictatorship) for the next race, Bulrathis. So the whole sequence for the Alkaris should look like this:
02 00 00 00 00 00 03 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00.
There will be a sequence of 31 hex numbers for each race. The help files shows their order and the order of the attributes within that sequence of 31 numbers. There are actually 32 attributes, but rich and poor homeworlds share the same spot in the sequence.
When changing these attributes, it should be remembered that the total negatives should not pass -10, nor the total positives pass 20, just like when making a custom race within the game, or it may mess up the game and cause problems. I believe the game will run if these totals are too high or low, but it could be causing problems that are not obvious.
I'll check back here more often in the future in case you have further questions. Good luck.
