is it possible (now) to modify the flagship?

With the recent patch, has anyone figured out how to modify the stats of the flagship without effecting the battleship?? or which ever model the flagship is based on (its simple to make the flagship a carrier, siege capitalship...)
15,165 views 18 replies
Reply #1 Top
You mod it via the file names as far as I can tell right now.
Reply #2 Top
that lets you change it into other ships (as I mentioned already), but doesn't make it unique from whatever ship type you made it into.

the problem with that is that if you make it a carrier(swapping the names around) and then modify the carrier stats, so the flagship has really good stats. later on when you build carriers they will also have these really good stats. I want a way to isolate the flagship from impacting other ships.

maybe I could try creating a new ship file and changing stuff around(so factories ignore this ship, but it is used as the flagship), but maybe another time.
Reply #3 Top
they need to make a drop down box so you can select which ship you want as the flagship...
Reply #4 Top

As of patch 4 it is possible - other circumstances made it simpler to expose previously hidden modding functionality then to remove it.

Reply #5 Top
That would be patch 0.66[b].010 ?

I still don't see it as an option anywhere... And I still get stuck with a KOL...

Reply #6 Top
I was referring more to archpsi's problem  The modding functionality is now there, but its not part of the user interface yet.
Reply #7 Top
yet.




I am bribing Yarlen to make sure its an interface option!
Reply #8 Top
Yeah. If playing with CS is important enough to get its own setup box then the selection of the ship should also be part of the box. This seems only natural to me.
Reply #9 Top

I was referring more to archpsi's problem The modding functionality is now there, but its not part of the user interface yet.



hi

can you give me a hint(which file) on how I can modify the flagship statistics without it impacting the ships from the ship model it uses?? or is the process more than just editing a few values.

I cant seem to find anything relating to the starting ships specific values.
Reply #10 Top
You simply have to edit the normal ship file. It does however change things for all ships of that type for the game.

There is not, as far as I can tell, a stand alone CS file. I really, really would like one however (hint, hint - if any devs are reading this). It could be simply named something like say, "capital ship" and within it we could set the specks for our CS as well as the AIs. Now that would be grand to be sure.
Reply #11 Top

Modding Hints:

1. If you want to change the ship you start with, look in the Player files.

2. If you want to create a brand new ship that you can modify without affecting any other ships, start by copying and pasting another ship and modifying it.

3. Get a tool that allows you to 'find in files' for certain strings in a directory.

Reply #12 Top

Modding Hints:


1. If you want to change the ship you start with, look in the Player files.


2. If you want to create a brand new ship that you can modify without affecting any other ships, start by copying and pasting another ship and modifying it.


3. Get a tool that allows you to 'find in files' for certain strings in a directory.




Ok I know this should be fairly simple but I did try to create a new ship by copying the "CAPITALSHIP_TECBATTLESHIP" pasting and editing it (notepad). I'm kind out of my depth here and I may be doing something stupid, but I then tried to save the altered file as "CAPITALSHIP_TECFLAGSHIP" with notepad and it just saves a .txt file. How do I turn it into one of these Entity files?

(Please be gentle)
Reply #13 Top
*puts on rubber glove* ok bend.....



when saving the new file using notepad

save it like this

"CAPITALSHIP_TECHBATTLESHIP.entity"

using the quotes will force it to be named just as you have typed it...

** thus endith the lesson
Reply #14 Top

*puts on rubber glove* ok bend.....



when saving the new file using notepad

save it like this

"CAPITALSHIP_TECHBATTLESHIP.entity"

using the quotes will force it to be named just as you have typed it...

** thus endith the lesson


Oh...that seems ridiculously obvious and simple now that you've said it. D'oh. Thanks a bunch!
Reply #15 Top

Modding Hints:


1. If you want to change the ship you start with, look in the Player files.


2. If you want to create a brand new ship that you can modify without affecting any other ships, start by copying and pasting another ship and modifying it.


3. Get a tool that allows you to 'find in files' for certain strings in a directory.




number 1 is what i was looking for, thanks.

I already knew how to make new ships, but wasnt sure how to modify it so I start with that specific ship(which you answer in tip 1).

now I will search the player files and find it, wasnt even looking in those files .
thought the file was for technology.

thanks for the tip.

update

found it

its in playertech.entity

look for

galaxyGeneratorInfo
planetModuleDefNames
count 2
entityDefName "PLANETMODULE_TECHORBITALFRIGATEFACTORY"
entityDefName "PLANETMODULE_TECHORBITALMETALEXTRACTOR"
frigateDefNames
count 3
entityDefName "FrigateTechModuleConstructor"
entityDefName "FrigateTechScout"
entityDefName "FrigateTechColony"
kingCapitalShipDefName "CAPITALSHIP_TECHBATTLESHIP"


to change the flagship replace the last line with:
kingCapitalShipDefName "shipname"

where shipname can be any name you gave to the new ship you made or an existing ship, like:
kingCapitalShipDefName "CAPITALSHIP_TECHCARRIER"

or assuming I made a new battleship called mothership (mothership.entity) and changed it stats a bit:
kingCapitalShipDefName "mothership"

I only checked for sec, so im not sure if its case specific(did everything in upper case), but doubt its case specific.
Reply #16 Top
Hmm.. that method seems to have changed the flagship for all the teams. I dont have to checking things right now however.
Reply #17 Top
It will change the starting ships for anyone of the same race.
Reply #18 Top
Ahhh... good to know. Will be important for the modding FAQ once one of us get it started.