Adding a sixth capital ship type

--EDIT:

Found it... forgot to add the entry to the player entities.

Now if I can only learn how to make ship models... :rolleyes:

--

I'm trying to add a sixth capital ship to each race, but can't seem to get its icon to appear in the HUD.  I've added the necessary files as far as I can tell.

If there's anyone who's done this, I'd appreciate the help.

Thanks

 

4,692 views 12 replies
Reply #1 Top

I haven't tried with the 1.1 stuff.. have you added it to the build list? I would assume they made it so it's automatic..

Reply #3 Top

In each PlayerRace.entity file, for example this is from PlayerTech.entity:

capitalShipInfo
  Page:0
   count 5
   entityDefName "CAPITALSHIP_TECHBATTLESHIP"
   entityDefName "CAPITALSHIP_TECHCARRIER"
   entityDefName "CAPITALSHIP_TECHCOLONY"
   entityDefName "CAPITALSHIP_TECHSUPPORT"
   entityDefName "CAPITALSHIP_TECHSIEGE"

To add the 6th, in theory all you should need is set the count to 6, and add another entityDefName using the name of your new capital ship's entity file.

Reply #4 Top

Thanks.

Off topic, know any good XSI tutorials for ABSOLUTE NOOBS?  I just stare and drool when I look at that application.  Don't think I could model a cube.

Reply #5 Top

rofl progressbar,  i share your pain....

Reply #6 Top

Quoting ProgressBar, reply 4
Thanks.

Off topic, know any good XSI tutorials for ABSOLUTE NOOBS?  I just stare and drool when I look at that application.  Don't think I could model a cube.
End of ProgressBar's quote

Their website has some video tutorials last time I checked, take a look:

http://www.softimage.com/products/modtool/

Reply #7 Top

Another couple questions about Capital Ship modding...

Can you prevent a type of capital ship from being built as your first free one?

Can they have research prerequisites?

Reply #8 Top

Quoting ProgressBar, reply 7
Another couple questions about Capital Ship modding...

Can you prevent a type of capital ship from being built as your first free one?

Can they have research prerequisites?
End of ProgressBar's quote

Yes and yes.

The free capital is actually toggled in the map (don't ask me why :P), look for isFirstCapitalShipIsFlagship TRUE and set it to FALSE, it's right on top.

Prereqs are pretty easy to, each ship entity has:

Prerequisites
 NumResearchPrerequisites 0

or with a research pre-req (for a Kodiak):

Prerequisites
 NumResearchPrerequisites 1
 ResearchPrerequisite
  Subject "RESEARCHSUBJECT_FRIGATEACCESS_HEAVYTECH"
  Level 1

Same can be done for capitals.

 

Reply #9 Top

It all worked great until I had a mini-dump after about an hour of gameplay.  Both the AI and I used them just fine... not sure what happened.

Also the isFirstCapitalShipIsFlagship flag disables ALL free first cap ships.  I want to enable/disable just specific cap ship types as freebies.

Reply #10 Top

It all worked great until I had a mini-dump after about an hour of gameplay. Both the AI and I used them just fine... not sure what happened.
End of quote

Go to your user.setting file in the Settings follder and at the very bottom, change showErrors to TRUE. Instead of a generic minidump message, it will give you a detailed error stating which file and which line caused the crash, if it was mod-related. It's an amazing way to debug mods.

Also the isFirstCapitalShipIsFlagship flag disables ALL free first cap ships. I want to enable/disable just specific cap ship types as freebies.
End of quote

Sorry, this isn't possible :( All or nothing.

Reply #11 Top

can you post a list of all the necessary files you modded to make this happen?

I am very interested in this also.

thanks.

Reply #12 Top

nevermind, figured out how to do it, have it done.

one nagging problem: icon buttons, other than that, wasn't too bad.