How to get the maximum no. of Transformations for your breed ==================================================== You can have 5 Transformations for any given breed, but if you do that in my external-lnz "easy" packages, some of them will definitely overwrite each other. I give you here an explanation and a solution for those who want to have five Transformations for each of their new breedz. The Explanation: =============== External-lnz Transformations are picked up by the game from a limited number of "slots". A "slot" in this context refers to how many names there can be for Transformations. There are 51 name-slots. I managed to slip all the breed ones into usable slots, and one of them ended up left over. I chose to make it the 102 sheep on account of it was identical to the Zott one apart from the furfile. The actual names which I used could of course have been different, but I'd have had to alter the main game-file in order to do that, and it didn't seem to me to serve any gainful purpose since I was unable to increase the number of name-slots. Incidentally it would also be possible to redirect any given slot to anywhere else on the drive -- but any breed using these externally would still be having to overwrite another's. I did indeed try, my game now has apparent extra name-slots in it -- but the Transformer won't pick up on them. If I put any number greater than 51 into the Farminator Switches list for a breed, the Transformer simply returns me to the basic breed shape when it gets to that one. I imagine that a programmer with 16-bit Assembly language knowledge and the necessary tools would be able to alter this -- but I'm just a hexer. The solution: ============= _However_, if you use internal-lnz breedz (the original unexternalised game ones, to be precise) along with my "alternative" LNZ package, you can give each of the breedz five individual Transforms, or at least some of them anyway -- I've not counted and checked the whole set this way. Some of the Transforms will have to be external, since the breedfile must stay the same size (unless you want to re-calculate by hand everything from the List onwards, Aaaargh), but I'm sure you can live with that. Skorch, for instance, has only two -- he does really, it's controlled by the adult .lnz. The Skeleton and the "baby" which are FUTURE10.lnz and FUTURE11.lnz and are switches 39 and 40. So unpack the alternativesTransforms.zip into your non-external game. Open Skorch.odd in a hex editor and, in the "I am Skorch!" .lnz find the Farminator Switches. Change the list 39, 40, 39, 40, 39 to, say, 39, 40, 49, 48, 47 and you will see that he's got three extra Transformations -- in this case they happen to look like some of Snowbo's, but you could edit them to be unique to Skorch. I can't face writing up an in-depth "howto" about that -- and I don't want to frighten off non-hexie players -- but I make you a present of it for your own hexing fun. When you distribute one of these special full-transform breedz, package the .odd and .odx files along with the extra .lnz files, and explain in a readme where the players will need to place these files. You'll need to explain carefully or make them install automatically, because players can get it wrong and end up with game-crashes. Enjoy! Carolyn Horn