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.
As of patch 4 it is possible - other circumstances made it simpler to expose previously hidden modding functionality then to remove it.
I still don't see it as an option anywhere... And I still get stuck with a KOL...
The modding functionality is now there, but its not part of the user interface yet.
I am bribing Yarlen to make sure its an interface option!
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.
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.
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.
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)
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
*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!
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.
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