I wonder if the starter of this thread, stenorman2001, was refering to a faction when he said "race", or to a speed conquest
But the following posts are about factions, so my post is on-topic
It is possible to add a new faction. I was wondering how to make The Order show up in your rep screen, and I found a post by
Grey Wolf , describing how he changed fc_or_grp into fc_ord_grp. (I can't find it thru the Search function, otherwise I would have posted a link).
As I just got the Order patrolling in their Anubises, I didn't want to change every reference to fc_or_grp, so I decided to create a new faction, co_or_grp, also called The Order, which would be very very close friends with the original Order, so that your rep with the original Order would be parallel to your rep with this new Order. And, huray!, it works!
This alternate Order doesn't do anything except showing up on my rep screen (o, you have to meet a faction before they show up, so I gave the bartender of my Order base the affiliation co_or_grp instead of fc_or_grp). But nevertheless it is a new faction, and of course I could also give them bases, and make them show up in encounters.
I don't want to write an elaboratre tutorial, but you have to alter at least the following files; study them and copy-and-paste existing sections to make a new faction. And, to each existing section, you have to enter a reference to your new faction! That's why I do'nt recommend to do this in the FLMM script.xml, but rather include altered copies of these files to your mod, but ofcourse that's up to you. Btw, the slightest typo will result in a desktop crash.
..\DATA\initialworld.ini
This initializes the factions, gives them an ids_name and ids_info, and sets how they relate to other factions.
..\DATA\MISSIONS\Empathy.ini
This files arranges how your rep with a faction changes when you deal with their friends and foes.
If you want to have your new faction flying around, you;ll have to create a new section in ..\DATA\MISSIONS\faction_prop.ini (and, if you want to fly them new NPC ships, a new section for each new NPC ship in ..\DATA\MISSIONS\npcships.ini)
You might also want to add your new faction to:
..\DATA\RANDOM MISSIONS\vignette_parms.ini
..\DATA\RANDOM MISSIONS\rmlootinfo.ini
..\DATA\RANDOM MISSIONS\killablesolars.ini
..\DATA\EQUIPMENT\commodies_per_faction.ini
If you are making a mod for MP then you need to alter \EXE\mpnewcharacter.fl
I am building my mod over OpenSP by Xerx, so I also had to alter..\DATA\MISSIONS\M13\m13.ini instead.
I'm not sure about ..\DATA\AUDIO\voices_base_male.ini and voices_base_female.ini; Grey Wolf mentions them I(but he was changing am existing faction's name, not adding a new faction. I haven't done anything with these files, and my new faction bartender does talk, so I guess these files are not relevant.
And of course you need some new ids_names and ids_infos.
I might have forgotten some files, so just use this post as a basic indication where to look, and make sure there aren't any references to non-extisting passages in files I forgot to mention.
"We are a way of the Cosmos to know itself"
-- Carl Sagan
Edited by - hans olo on 18-06-2003 18:24:16