Here are some code fragments that will set up a fourth race (called the Fourth here, so you can find the instances that need to be modified) I'll try to only show code fragments and not entire files, as some of them are long and only have one small change to them. (There are only 5 files, 3 new, 2 common)...
If I missed something, feel free to fill in the parts I missed (and if the thread exists already, point me to it
Copy new files from their corresponding files of the race you most like to work with (they can be gutted later):
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In Gameinfo: (replace "Fourth" with your race-name code-word)
PlayerFourth.entity (NEW) (copy from playerTech.Entity)
(Top of file changes)
raceNameStringID "IDS_PLAYERRACENAME_FOURTH" (here)
canColonize TRUE
isPsi FALSE
isSelectable TRUE (true here is a good thing if you want to play it yourself)
(middle of file: have fun)
(end of file changes, in all instances of "Fourth" put your code name, but be consistant to prevent problems later)
aiNameData
nameCount 10
name "IDSPlayerAINameFourth0"
name "IDSPlayerAINameFourth1"
name "IDSPlayerAINameFourth2"
name "IDSPlayerAINameFourth3"
name "IDSPlayerAINameFourth4"
name "IDSPlayerAINameFourth5"
name "IDSPlayerAINameFourth6"
name "IDSPlayerAINameFourth7"
name "IDSPlayerAINameFourth8"
name "IDSPlayerAINameFourth9"
raceNameParsePrefix "TECH" (don't know what this does yet)
raceNameParsePrefixFallback "TECH"
numResearchFields 4
field "IDS_TECH_RESEARCHFIELD_COMBAT"
field "IDS_TECH_RESEARCHFIELD_EMPIRE"
field "IDS_TECH_RESEARCHFIELD_ARTIFACT"
field "IDS_TECH_RESEARCHFIELD_FLEET"
playerThemeGroupName "PlayerFourth"
playerPictureGroupName "PlayerFourth"
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In GameInfo:
GalaxyScenario.def (common file) (list of added lines below)
playerTypeCount 5 (Add one to this line, and insert the next three lines)
playerType
designName "Fourth"
entityDefName "PlayerFourth"
(just below that, add this where it shows up)
groups 4 (add one to the number, and add all the next lines (keep Tech items until later)
group
condition
type "PlanetOwnerIsRace"
param "Fourth"
owner "PlanetOwner"
colonizeChance 1
items 3
item "Tech:Module:FrigateFactory"
item "Tech:Frigate:Constructor"
item "Tech:Frigate:Constructor"
(a lot further down, add in the "Fourth", and add one to the numbers (the Themes are not as important if you are using Tech information, and the fourth picture set is incomplete, and is currently used as NPC, which I moved to another location because it fits better located just past the TEC players to the right)
validPictureGroups 4
pictureGroup "PlayerPhase"
pictureGroup "PlayerPsi"
pictureGroup "PlayerTech"
pictureGroup "PlayerFourth"
validThemeGroups 5
themeGroup "PlayerPhase"
themeGroup "PlayerPsi"
themeGroup "PlayerTech"
themeGroup "PlayerFourth"
themeGroup "NPC"
This will get you started, more may be necessary to run certain maps, but the other templates can be filled in with similiar additions)...
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In Window:
PlayerFourth.playerThemes (NEW) controls the emblem choices for each player, in case you want to use the multicolored ones the NPC's use
This example is the stock file form TEC, so I will not print any code here
STOCK FILE, JUST COPY FROM: PlayerTech.playerThemes (or your choice of the others)
Tec gets it's logos, Advent logos are crosses, Vasari logos are spikey, and NPC logos are the skull and the fist
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In Window:
PlayerFourth.playerPictures (NEW) Copy DIRECTLY from NPC.playerPictures, and change the second line from 2-6 (as you should have just as many different pics as the others, but they need to be filled in with something)
also, move NPC pictures to the first row, columns 7-8 (at least that's where I put the pirate pictures to consolidate better)
TXT
pictureCount 6 (the 6 here was the only thing I changed, and it overrides the normal NPC location)
LargeScreenPicture
textureName "Player_Portrait_Large.tga"
startTopLeft [0,666] (the 666 points to the fourth row down)
width 195
height 219
rowItemCount 6
horizontalStride 198
verticalStride 222
SmallScreenPicture
textureName "Player_Portrait_Small.tga"
startTopLeft [5,221] (same for the 221, etc...)
width 56
height 67
rowItemCount 6
horizontalStride 61
verticalStride 72
BottomBarPicture
textureName "Player_Portrait_Window.tga"
startTopLeft [1,235]
width 169
height 77
rowItemCount 6
horizontalStride 170
verticalStride 78
ButtonIcon
textureName "Player_Portrait_Button.tga"
startTopLeft [3,97]
width 24
height 29
rowItemCount 6
horizontalStride 27
verticalStride 32
I suggest the picture files look like this:
TEC TEC TEC TEC TEC TEC NPC NPC
AdV AdV AdV AdV AdV AdV
VaS VaS VaS VaS VaS VaS
FOR FOR FOR FOR FOR FOR
ETC ETC ETC ETC ETC ETC (let Danman deal with merging them
do dee do...
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Of course, In Strings:
English.str (most common file) add these lines (with your own data of course):
Add 11 to numstrings (to start with, more when you make ships and stuff for them)
StringInfo
ID "IDS_PLAYERRACENAME_FOURTH"
Value "The Fourth"
StringInfo
ID "IDSPlayerAINameFourth0"
Value "Fourth Rebels"
StringInfo
ID "IDSPlayerAINameFourth1"
Value "Fourth Coalition"
StringInfo
ID "IDSPlayerAINameFourth2"
Value "Fourth Consortium"
StringInfo
ID "IDSPlayerAINameFourth3"
Value "Fourth Corporation"
StringInfo
ID "IDSPlayerAINameFourth4"
Value "Fourthians"
StringInfo
ID "IDSPlayerAINameFourth5"
Value "Fourth Armada"
StringInfo
ID "IDSPlayerAINameFourth6"
Value "Fourth Colonists"
StringInfo
ID "IDSPlayerAINameFourth7"
Value "Fourth Descendants"
StringInfo
ID "IDSPlayerAINameFourth8"
Value "Fourth Resurgence"
StringInfo
ID "IDSPlayerAINameFourth9"
Value "Fourth Union"
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Oh, and another thing, this is for version 1.04, and I have no idea if it works now for 1.05, D'oh!!!!!
hope this helps