[Tutorial]How to create new races (an all round moding tutorial, except for abilitys/buffs)

because i didnt see a in depth tutorial for it :p

ok, lets start out with the Player<race>.entity, for this tutorial ill break down the playerphase.entity as a first step

 

TXT
entityType "Player"
raceNameStringID "IDS_PLAYERRACENAME_PHASE" 
canColonize TRUE
isPsi FALSE
isSelectable TRUE
selectablePriorty 0
capitalShipNameType "CapitalShipPhase"
entities
    planetModuleInfo
        Page:0  <--- this is Longistics (the civilian buildings per say)
            count 9       <--- the number of planet moduals, 9 is the max i do believe.
            entityDefName "PLANETMODULE_PHASEORBITALMETALEXTRACTOR"
            entityDefName "PLANETMODULE_PHASEORBITALFRIGATEFACTORY"
            entityDefName "PLANETMODULE_PHASEORBITALCOMBATLABORATORY<--- the .entity file for the station/planet modual
            entityDefName "PLANETMODULE_PHASEORBITALTRADEPORT"  <---- to add more you have it laid out like this
            entityDefName "PLANETMODULE_PHASEORBITALCULTURECENTER"
            entityDefName "PLANETMODULE_PHASEORBITALCRYSTALEXTRACTOR"
            entityDefName "PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY"
            entityDefName "PLANETMODULE_PHASEORBITALNONCOMBATLABORATORY"
            entityDefName "PLANETMODULE_PHASEORBITALREFINERY"
        Page:1  <--- this is tactical. as far as adding new ones goes, follow the steps listed in longistics
            count 7
            entityDefName "PLANETMODULE_PHASEORBITALMISSILEDEFENSE"
            entityDefName "PLANETMODULE_PHASEORBITALHANGARDEFENSE"
            entityDefName "PLANETMODULE_PHASEORBITALREPAIRPLATFORM"
            entityDefName "PLANETMODULE_PHASEORBITALJUMPBLOCKER"
            entityDefName "PLANETMODULE_PHASEORBITALNANOWEAPONJAMMER"
            entityDefName "PLANETMODULE_PHASEORBITALPHASEGATE"
            entityDefName "PLANETMODULE_PHASEORBITALCANNON"
    capitalShipInfo
        Page:0  <---- the capital ship list
            count 5 <--- number of captial ships this race has 5 is the max pre 1.1 beta (where it is increased to 8 or 9 i believe)
            entityDefName "CAPITALSHIP_PHASEBATTLESHIP" <--- again, .entity file
            entityDefName "CAPITALSHIP_PHASECARRIER"
            entityDefName "CAPITALSHIP_PHASECOLONY"
            entityDefName "CAPITALSHIP_PHASESCOUT" <--- same as the buildings to change
            entityDefName "CAPITALSHIP_PHASESIEGE"
    frigateInfo
        Page:0
            count 6  <---- number of frigates this race has, i do believe the max was 7-9 or something like that.
            entityDefName "FrigatePhaseScout"
            entityDefName "FrigatePhaseLight<---- .entity file
            entityDefName "FrigatePhaseLongRange"
            entityDefName "FrigatePhaseSiege"
            entityDefName "FrigatePhaseAntiFighter"
            entityDefName "FrigatePhaseColony"
        Page:1
            count 4     <---- Number of cruisers, again if im not mystaken, max is either 7 or 9      
            entityDefName "FrigatePhaseCarrier"
            entityDefName "FrigatePhaseUtility0"
            entityDefName "FrigatePhaseUtility1"
            entityDefName "FrigatePhaseHeavy"   
        NotOnPage
            count 3  <--- # of misc ships like the constructor and trade ships
            entityDefName "FrigatePhaseModuleConstructor"
            entityDefName "FrigatePhaseTradeShip"
            entityDefName "FrigatePhaseRefineryShip"
    researchInfo
        count 101  <--- Total number of research entities (things you can research in the research tab)
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_CHARGEDMISSILES"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_CRIPPLEABILITIES<--- research .entity file
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_DETECTPHASEJUMP"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_FLEETBEACON"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_GRAVITYFIELD"   <---- to add more research you need to make it look like this, dont forget to change the "count <ammount>" to make up for each one you add/subtract
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_PROTECTEDSHUTDOWN"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_SELFREPAIR"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_SLOWENEMYHYPERSPACE"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_TELEPORTDISABLE"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_UNSTOPPABLEPHASEJUMPPHASE"
        entityDefName "RESEARCHSUBJECT_ANTIMATTERPHASE0"
        entityDefName "RESEARCHSUBJECT_ANTIMATTERPHASE1"
        entityDefName "RESEARCHSUBJECT_ANTIMATTERPHASE2"
        entityDefName "RESEARCHSUBJECT_ARMORPHASE0"
        entityDefName "RESEARCHSUBJECT_ARMORPHASE1"
        entityDefName "RESEARCHSUBJECT_CAPITALSHIP_CULTUREPROTECTION"
        entityDefName "RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPHASE0"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_ANTIFIGHTERPHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_CARRIERPHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_HEAVYPHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_LONGRANGEPHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_SIEGEPHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_UTILITY0PHASE"
        entityDefName "RESEARCHSUBJECT_FRIGATEACCESS_UTILITY1PHASE"
        entityDefName "RESEARCHSUBJECT_HULLPHASE0"
        entityDefName "RESEARCHSUBJECT_HULLPHASE1"
        entityDefName "RESEARCHSUBJECT_HULLPHASE2"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE1"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE2"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE3"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE4"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE5"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE6"
        entityDefName "RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE7"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE1"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE2"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE3"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE4"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE5"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE6"
        entityDefName "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE7"
        entityDefName "RESEARCHSUBJECT_PLANETBOMBING_RANGE"
        entityDefName "RESEARCHSUBJECT_PLANETBOMBING_REDUCEDPOPULATIONKILLED"
        entityDefName "RESEARCHSUBJECT_PLANETACCESS_ICEPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETACCESS_VOLCANICPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETHEALTHCOSTDECREASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_CANNONPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_PHASEGATE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_PHASEGATE"
        entityDefName "RESEARCHSUBJECT_SHIELDSPHASE0"
        entityDefName "RESEARCHSUBJECT_SHIELDSPHASE1"
        entityDefName "RESEARCHSUBJECT_SPEEDBOOSTARMOR"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_FLASHBEAM0"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_FLASHBEAM1"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_PHASEMISSILE0"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_PULSEGUN0"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_PULSEGUN1"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_WAVE0"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_WAVE1"
        entityDefName "RESEARCHSUBJECT_WEAPONDAMAGE_WAVE2"
        entityDefName "RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE0"
        entityDefName "RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE1"
        entityDefName "RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE2"
        entityDefName "RESEARCHSUBJECT_ABILITYACCESS_PHASECLOAK"
        entityDefName "RESEARCHSUBJECT_BOUNTYMULTIPLIERCOLLECT"
        entityDefName "RESEARCHSUBJECT_COSTDECREASECREDITS"
        entityDefName "RESEARCHSUBJECT_COSTDECREASERESOURCES"
        entityDefName "RESEARCHSUBJECT_CULTURERATEPHASE0"
        entityDefName "RESEARCHSUBJECT_CULTURERATEPHASE1"
        entityDefName "RESEARCHSUBJECT_TRADESHIPCAPACITY0"
        entityDefName "RESEARCHSUBJECT_TRADESHIPCAPACITY1"
        entityDefName "RESEARCHSUBJECT_HYPERSPACE_DETECTIONPHASE0"
        entityDefName "RESEARCHSUBJECT_HYPERSPACE_DETECTIONPHASE1"
        entityDefName "RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPHASE"
        entityDefName "RESEARCHSUBJECT_HYPERSPACE_GRAVITYRANGEDECREASE"
        entityDefName "RESEARCHSUBJECT_HYPERSPACE_WORMHOLETRAVELPHASE"
        entityDefName "RESEARCHSUBJECT_MODULEBUILDTIME"
        entityDefName "RESEARCHSUBJECT_PIRATERAIDDECREASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_CULTURECENTERPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_HANGARDEFENSEPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_JUMPBLOCKERPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_MARKETPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_PHASENANOWEAPONJAMMER"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_REFINERYPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_REPAIRPLATFORMPHASE"
        entityDefName "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_PHASENANOWEAPONJAMMER"
        entityDefName "RESEARCHSUBJECT_POPULATIONCAPICEPHASE0"
        entityDefName "RESEARCHSUBJECT_POPULATIONCAPTERRANPHASE0"
        entityDefName "RESEARCHSUBJECT_POPULATIONCAPVOLCANICPHASE0"
        entityDefName "RESEARCHSUBJECT_POPULATIONCAPVOLCANICPHASE1"
        entityDefName "RESEARCHSUBJECT_POPULATIONGROWTHRATE"
        entityDefName "RESEARCHSUBJECT_SALVAGEDEBRIS"
        entityDefName "RESEARCHSUBJECT_SALVAGEEFFICIENCY"
        entityDefName "RESEARCHSUBJECT_SENSORS_SYSTEMWIDEJUMPDETECTION"
        entityDefName "RESEARCHSUBJECT_SHIPSLOTINCREASE"
        entityDefName "RESEARCHSUBJECT_STRUCTUREWORK_RESOURCEEXTRACT0"
        entityDefName "RESEARCHSUBJECT_STRUCTUREWORK_RESOURCEEXTRACT1"
        entityDefName "RESEARCHSUBJECT_STRUCTUREWORK_RESOURCEEXTRACT2"
        entityDefName "RESEARCHSUBJECT_STRUCTUREWORK_RESOURCEEXTRACT3"
debrisData  <---- data for the debris that are left over when  something blows up.
    numRandomMeshNamesLarge 8  <--- number of large debris
    randomMeshName "DebrisPhaseGenericLarge0"
    randomMeshName "DebrisPhaseGenericLarge1"
    randomMeshName "DebrisPhaseGenericLarge2"
    randomMeshName "DebrisGenericLarge0"
    randomMeshName "DebrisGenericLarge1"
    randomMeshName "DebrisGenericLarge2"
    randomMeshName "DebrisGenericLarge3"
    randomMeshName "DebrisGenericLarge4"
    numRandomMeshNamesSmall 10  <--- number of small debris (keep in mind this only list debris, for your structures/ships debris, it should pick out of these depending on what you do, i didnt play around with it personaly but i think it automatically chooses out of this list unless you got a debree specifically for 1 ship)
    randomMeshName "DebrisPhaseGenericSmall0"
    randomMeshName "DebrisPhaseGenericSmall1"
    randomMeshName "DebrisPhaseGenericSmall2"
    randomMeshName "DebrisPhaseGenericSmall3"
    randomMeshName "DebrisPhaseGenericSmall4"
    randomMeshName "DebrisGenericSmall0"
    randomMeshName "DebrisGenericSmall1"
    randomMeshName "DebrisGenericSmall2"
    randomMeshName "DebrisGenericSmall3"
    randomMeshName "DebrisGenericSmall4"
hyperspaceData  <--- all data for hyperspace
    chargeUpEffectName "HyperspaceChargeUp" <--- effect while charging to enter hyperspace
    chargeUpEffectNameBetweenStars "HyperspaceChargeUpSolarSystem" <--- hyperspace charge when jumping from system to system
    chargeUpEffectSoundID "HYPERSPACE_CHARGEUP"  <--- hyperspace chargup sound
    travelEffectName "HyperspaceTravel" <--Hyperspace travel effect
    travelEffectNameBetweenStars "HyperspaceTravelSolarSystem" <---hyperspace travel effect between two systems
    travelEffectSoundID "HYPERSPACE_TRAVEL" <----Hyperspace travel sound
    exitEffectName "HyperspaceExit" <--- Hyperspace exit effect
    exitEffectSoundID "HYPERSPACE_EXIT" <--- hyperspace exit sound
    baseHyperspaceSpeed 29500.0
    hyperspaceSpeedBetweenStarsMultiplier 24.0
    hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.0
    baseHyperspaceAntiMatterCost 100.0
    baseHyperspaceChargeUpTime 7.000000   
shieldData  <---Shield data for a specific race
    shieldAbsorbGrowthPerDamage 0.001 <---- ammount of damage the shield migitates (i believe, i could be wrong on this) per damage taken (it increases as the ship takes more damage)
    shieldAbsorbDecayRate 0.0125 <--- if im not mystaken, this is the amount of damage taken off of each shot (i believe it increases with mitigation)
    shieldAbsorbBaseMin 0.15 <--- not 100% sure what this does.
    shieldColor ff8FD81D   
gameEventData  <---- data for anything that happens, like capital ships gaining a level.
    GameEventSound:AllianceCeaseFireBroken "EVENTPHASE_ALLIANCECEASEFIREBROKEN"
    GameEventSound:AllianceCeaseFireFormed "EVENTPHASE_ALLIANCECEASEFIREFORMED"
    GameEventSound:AllianceCeaseFireOffered "EVENTPHASE_ALLIANCECEASEFIREOFFERED"
    GameEventSound:AllianceOtherBroken "EVENTPHASE_ALLIANCEOTHERBROKEN"
    GameEventSound:AllianceOtherFormed "EVENTPHASE_ALLIANCEOTHERFORMED"
    GameEventSound:AllianceOtherOffered "EVENTPHASE_ALLIANCEOTHEROFFERED"
    GameEventSound:AllyBackUpArrived "EVENTPHASE_ALLYBACKUPARRIVED"
    GameEventSound:AllyBackUpEnRoute "EVENTPHASE_ALLYBACKUPENROUTE"
    GameEventSound:AllyCapitalShipLost "EVENTPHASE_ALLYCAPITALSHIPLOST"
    GameEventSound:AllyFleetArrived "EVENTPHASE_ALLYFLEETARRIVED"
    GameEventSound:AllyPlanetLost "EVENTPHASE_ALLYPLANETLOST"
    GameEventSound:AllyPlanetUnderAttack "EVENTPHASE_ALLYPLANETUNDERATTACK"
    GameEventSound:AllyRequestAttackPlanet "EVENTPHASE_ALLYREQUESTATTACK"
    GameEventSound:AllyRequestDefendPlanet "EVENTPHASE_ALLYREQUESTDEFEND"
    GameEventSound:AllyUnitUnderAttack "EVENTPHASE_ALLYUNITUNDERATTACK"
    GameEventSound:BountyAllDepleted "EVENTPHASE_BOUNTYALLDEPLETED"
    GameEventSound:BountyIncreasedOther "EVENTPHASE_BOUNTYINCREASEDOTHER"
    GameEventSound:BountyIncreasedPlayer "EVENTPHASE_BOUNTYINCREASEDPLAYER"
    GameEventSound:BuyNoCommand "UI_COMMON_DEFAULTERROR"
    GameEventSound:BuyNoCredits "EVENTPHASE_BUYNOCREDITS"
    GameEventSound:BuyNoMetal "EVENTPHASE_BUYNOMETAL"
    GameEventSound:BuyNoCrystal "EVENTPHASE_BUYNOCRYSTAL"
    GameEventSound:BuyNoFrigateFactory "EVENTPHASE_BUYNOFRIGATEFACTORY"
    GameEventSound:BuyNoCapitalShipFactory "EVENTPHASE_BUYNOCAPITALSHIPFACTORY"
    GameEventSound:BuyNoAvailableShipSlots "EVENTPHASE_RESEARCHNEEDPREREQUISITE"
    GameEventSound:BuyNoAvailableCapitalShipSlots "EVENTPHASE_RESEARCHNEEDPREREQUISITE"
    GameEventSound:CannonShellDetected "EVENTPHASE_CANNONSHELLDETECTED"
    GameEventSound:CannonUnderConstruction "UI_COMMON_CANNONBUILT"
    GameEventSound:ColonizePlanetAlreadyOwned "UI_COMMON_DEFAULTERROR"
    GameEventSound:ColonizePlanetNotColonizable "UI_COMMON_DEFAULTERROR"
    GameEventSound:ColonizePlanetAlreadyBeingColonized "UI_COMMON_DEFAULTERROR"
    GameEventSound:ColonizeNeedPrerequisiteResearch "EVENTPHASE_RESEARCHNEEDPREREQUISITE"
    GameEventSound:ColonizePlanetHasTakeoverCulture "UI_COMMON_DEFAULTERROR"
    GameEventSound:ColonizePlanetHasDebuff "UI_COMMON_DEFAULTERROR"
    GameEventSound:PirateFleetArrived "EVENTPHASE_PIRATEFLEETARRIVED"
    GameEventSound:PirateRaidImminent "EVENTPHASE_PIRATERAIDIMMINENT"
    GameEventSound:PirateRaidLaunched "EVENTPHASE_PIRATERAIDLAUNCHED"
    GameEventSound:HostileFleetArrived "EVENTPHASE_HOSTILEFLEETARRIVED"
    GameEventSound:HostileFleetEnRoute "EVENTPHASE_HOSTILEFLEETENROUTE"
    GameEventSound:HostilePlanetDestroyed "EVENTPHASE_HOSTILEPLANETDESTROYED"
    GameEventSound:ModuleComplete "EVENTPHASE_MODULECOMPLETE"
    GameEventSound:MoveCannotTravelBetweenPlanets "UI_COMMON_DEFAULTERROR"
    GameEventSound:NoValidPath "UI_COMMON_DEFAULTERROR"
    GameEventSound:NoValidPathObserved "UI_COMMON_DEFAULTERROR"
    GameEventSound:NoValidPathBetweenStars "EVENTPHASE_RESEARCHNEEDPREREQUISITE"
    GameEventSound:NoValidPathDueToBuff "UI_COMMON_DEFAULTERROR"
    GameEventSound:Ping "UI_COMMON_PING"
    GameEventSound:PlanetUpgradeAlreadyMaxLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:PlanetUpgradeComplete "EVENTPHASE_PLANETUPGRADECOMPLETE"
    GameEventSound:PlanetUpgradeMaxLevelQueued "UI_COMMON_DEFAULTERROR"
    GameEventSound:NewPlanetDiscovered "EVENTPHASE_NEWPLANETDISCOVERED"
    GameEventSound:ArtifactDiscovered "EVENTPHASE_ARTIFACTDISCOVERED"
    GameEventSound:ArtifactDiscoveredOther "UI_COMMON_DEFAULTERROR"
    GameEventSound:BonusDiscovered "EVENTPHASE_BONUSDISCOVERED"
    GameEventSound:NothingDiscovered "EVENTPHASE_NOTHINGDISCOVERED"
    GameEventSound:LaunchSquadsDisabledByDebuff ""
    GameEventSound:PlayerBackUpArrived "EVENTPHASE_PLAYERBACKUPARRIVED"
    GameEventSound:PlayerCapitalShipCreated ""
    GameEventSound:PlayerCapitalShipLost "EVENTPHASE_PLAYERCAPITALSHIPLOST"
    GameEventSound:PlayerFleetArrived "EVENTPHASE_PLAYERFLEETARRIVED"
    GameEventSound:PlayerFleetArrivedToFleetBeacon ""
    GameEventSound:PlayerFleetDeparted ""
    GameEventSound:PlayerFrigateCreated ""
    GameEventSound:PlayerPlanetColonized "EVENTPHASE_PLAYERPLANETCOLONIZED"
    GameEventSound:PlayerCapitalPlanetChanged "EVENTPHASE_PLAYERCAPITALPLANETCHANGED"
    GameEventSound:PlayerPlanetLost "EVENTPHASE_PLAYERPLANETLOST"
    GameEventSound:PlayerPlanetLostToCulture "EVENTPHASE_PLAYERPLANETLOST"
    GameEventSound:PlayerPlanetSoonLostToCulture "EVENTPHASE_PLAYERPLANETSOONLOSTTOCULTURE"
    GameEventSound:PlayerPlanetUnderAttack "EVENTPHASE_PLAYERPLANETUNDERATTACK"
    GameEventSound:PlayerReceivedResourcesFromAlly "EFFECT_COINDROP"
    GameEventSound:PlayerUnitUnderAttack "EVENTPHASE_PLAYERUNITUNDERATTACK"
    GameEventSound:PlayerCapitalShipShieldsDown "EVENTPHASE_PLAYERCAPITALSHIPSHIELDSDOWN"
    GameEventSound:PlayerCapitalShipHullSeverelyDamaged "EVENTPHASE_PLAYERCAPITALSHIPHULLSEVERELYDAMAGED"
    GameEventSound:AchievementCompleted ""
    GameEventSound:QuestAdded "EVENTPHASE_QUESTADDED"
    GameEventSound:QuestCompleted "EVENTPHASE_QUESTCOMPLETED"
    GameEventSound:QuestFailed "EVENTPHASE_QUESTFAILED"
    GameEventSound:ResearchComplete     "EVENTPHASE_RESEARCHCOMPLETE"
    GameEventSound:ResearchAlreadyMaxLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:ResearchMaxLevelQueued "UI_COMMON_DEFAULTERROR"
    GameEventSound:ResearchNotEnoughPointsInTier "UI_COMMON_DEFAULTERROR"
    GameEventSound:ResearchNeedMoreLabModules "EVENTPHASE_RESEARCHNEEDMORELABMODULES"
    GameEventSound:ResearchNeedPrerequisite "EVENTPHASE_RESEARCHNEEDPREREQUISITE"
    GameEventSound:MoreModuleSlotsNeeded "EVENTPHASE_MOREMODULESLOTSNEEDED"
    GameEventSound:InvalidModulePlacementPosition "EVENTPHASE_INVALIDMODULEPLACEMENTPOSITION"
    GameEventSound:AbilityUpgradeAlreadyMaxLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:AbilityUpgradeRequiresHigherLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:AbilityUpgradeNoUnspentPoints "UI_COMMON_DEFAULTERROR"
    GameEventSound:ShipUpgradeAlreadyMaxLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:ShipUpgradeAlreadyQueuedMaxLevel "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityCooldownNotExpired "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityDisabledByDebuff "UI_COMMON_DEFAULTERROR        "
    GameEventSound:UseAbilityNoAntimatter "EVENTPHASE_USEABILITYNOANTIMATTER"
    GameEventSound:UseAbilityTargetNotInRange "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityNoValidObjectType "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityPhaseSpaceTarget "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintCanBeCaptured "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintCanHaveFighters "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintCanHaveShields "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintCanSpreadWeaponDamage "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintCanPhaseDodge "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasAntimatter "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasPhaseMissiles "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasPopulation "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasEnergyWeapons "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasHullDamage "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasShieldDamage "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasAntiMatterShortage "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintHasWeapons "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintIsCargoShip "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintIsExplored "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintIsResourceExtractor "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintIsMovingToLocalOrbitBody "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintIsPsi "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintLinkedCargoShip "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintLinkedSquad "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintNotSelf "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintWithinSolarSystem "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintModuleUnderConstruction "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintModuleIsActivelyBeingConstructed "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetConstraintModuleNotActivelyBeingConstructed "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetOwnerLinked "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetOwnerPlayer "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetOwnerFriendly "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetOwnerHostile "UI_COMMON_DEFAULTERROR"
    GameEventSound:UseAbilityUnmetOwnerNoOwner "UI_COMMON_DEFAULTERROR"
    GameEventSound:GameStart ""
    GameEventSound:CapitalShipLevelUp ""
    GameEventSound:AttackTargetInvalidWithNoReason "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsNotDamagableDueToBuffs "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsNotEnemy "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsCantFireAtFighters "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsCantMoveAndTargetNotInRange "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsCantMoveToTarget "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsMustBeInSameOrbitWell "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsNoWeaponsToBombPlanet "UI_COMMON_DEFAULTERROR"
    GameEventSound:AttackTargetInvalidAsPlanetCantBeBombed "UI_COMMON_DEFAULTERROR"
    GameEventSound:ScuttleShipStarted "UI_COMMON_DEFAULTERROR"
    GameEventSound:ScuttleShipStopped "UI_COMMON_DEFAULTERROR"
    GameEventSound:ScuttlePlanetStarted "UI_COMMON_DEFAULTERROR"
    GameEventSound:ScuttlePlanetStopped "UI_COMMON_DEFAULTERROR"
    GameEventSound:MarketBoom ""
    GameEventSound:MarketCrash ""
    GameEventSound:PlayerCultureFlippedEnemyPlanet ""
planetElevatorData <--- not 100% sure of what these do, but they are things like asteroids, and buildings.
    elevatorMeshName:TaxCenter "PlanetElevator-Phase-TaxCenter"
    elevatorMeshName:CultureCenter "PlanetElevator-Phase-CultureCenter"
    elevatorMeshName:MetalExtractor "PlanetElevator-Phase-MetalExtractor"
    elevatorMeshName:CrystalExtractor "PlanetElevator-Phase-CrystalExtractor"
    elevatorMeshName:Bunker "PlanetElevator-Phase-Bunker"
    elevatorMeshName:GoodsFactory "PlanetElevator-Phase-GoodsFactory"
    elevatorMeshName:ProductionCenter "PlanetElevator-Phase-ProductionCenter"
musicThemeData <--- music data
    musicThemeCount 11 <--- number of songs/themes
    musicTheme "MUSIC_VASARI_THEME_1"
    musicTheme "MUSIC_VASARI_TROUBLE_1"
    musicTheme "MUSIC_VASARI_SAD_1"
    musicTheme "MUSIC_VASARI_MISC_1"
    musicTheme "MUSIC_VASARI_MISC_2"
    musicTheme "MUSIC_VASARI_MISC_3"
    musicTheme "MUSIC_VASARI_MISC_4"
    musicTheme "MUSIC_VASARI_MISC_5"
    musicTheme "MUSIC_VASARI_MISC_6"
    musicTheme "MUSIC_VASARI_BATTLE_1"
    musicTheme "MUSIC_TROUBLE_4"
    scareThemeCount 4 <--- battle themes i would asume
    musicTheme "MUSIC_VASARI_BATTLE_1"
    musicTheme "MUSIC_VASARI_TROUBLE_1"
    musicTheme "MUSIC_VASARI_MISC_3"
    musicTheme "MUSIC_VASARI_MISC_6"
    announcementCount 1 <--- music that play then anouncements are bing made? (not 100% sure)
    musicTheme "MUSIC_VASARI_ANNOUNCEMENT"
hudSkinData <--- all the data and loading screens for your race (they will be specific to this race) as well as all the buttons that you see while playing. These are pretty much self explanatory and i have no experiance with messing with them really.
    loadScreenCharacterBrush "LoadScreenCharacterPhase"
    fleetIconCount 10 <--- remember when it has a count, always make sure thast the number is right
    fleetIcon "MainViewIconFleetPhase0"
    fleetIcon "MainViewIconFleetPhase1"
    fleetIcon "MainViewIconFleetPhase2"
    fleetIcon "MainViewIconFleetPhase3"
    fleetIcon "MainViewIconFleetPhase4"
    fleetIcon "MainViewIconFleetPhase5"
    fleetIcon "MainViewIconFleetPhase6"
    fleetIcon "MainViewIconFleetPhase7"
    fleetIcon "MainViewIconFleetPhase8"
    fleetIcon "MainViewIconFleetPhase9"

    Bandbox "BANDBOX"
    FogOfWar "FogOfWar"
    ActionGridSlotBackdrop "ActionGridSlotBackdropPhase"
    BottomWindowBackdrop "BottomWindowBackdropPhase"
    BottomWindowOverlay "BottomWindowOverlayPhase"
    TopWindowBackdrop "TopWindowBackdropPhase"
    TopWindowOverlay "TopWindowOverlayPhase"
    InfoCardAttachedToBottomBackdrop "InfoCardAttachedToBottomBackdropPhase"
    InfoCardAttachedToScreenEdgeBackdrop "InfoCardAttachedToScreenEdgeBackdropPhase"
    UnknownPlanetHUDIcon "HUDICON_PLANET_UNKNOWN"
    UnknownPlanetHUDSmallIcon "HUDICONSMALL_PLANET_UNKNOWN"
    UnknownPlanetInfoCardIcon "INFOCARDICON_PLANET_UNKNOWN"
    UnknownPlanetMainViewIcon "MAINVIEWICON_PLANET_UNKNOWN"
    UnknownPlanetPicture "PICTURE_PLANET_UNKNOWN"
    AutoAttackRangeStateMixed "ACTIONICON_CAPITALSHIP_ATTACKRANGENONE"
    AutoAttackRangeStateAllNone "ACTIONICON_CAPITALSHIP_ATTACKRANGENONE"
    AutoAttackRangeStateAllLocalArea "ACTIONICON_CAPITALSHIP_ATTACKRANGELOCALAREA"
    AutoAttackRangeStateAllGravityWell "ACTIONICON_CAPITALSHIP_ATTACKRANGEGRAVITYWELL"
    CohesionRangeStateMixed "ACTIONICON_CAPITALSHIP_COHESIONRANGENONE"
    CohesionRangeStateAllNone "ACTIONICON_CAPITALSHIP_COHESIONRANGENONE"
    CohesionRangeStateAllNear "ACTIONICON_CAPITALSHIP_COHESIONRANGENEAR"
    CohesionRangeStateAllFar "ACTIONICON_CAPITALSHIP_COHESIONRANGEFAR"
    GroupMoveStateNone "ACTIONICON_CAPITALSHIP_SINGLEMOVE"
    GroupMoveStateSome "ACTIONICON_CAPITALSHIP_PARTIALGROUPMOVE"
    GroupMoveStateAll "ACTIONICON_CAPITALSHIP_WHOLEGROUPMOVE"
    ZoomInstantContextNear "ActionIconCameraZoomInstantWithZoomNearContext"
    ZoomInstantContextFar "ActionIconCameraZoomInstantWithZoomFarContext"
    GameEventCategoryPing "GameEventCategoryInfoCardIconPing"
    GameEventCategoryProduction "GameEventCategoryInfoCardIconProduction"
    GameEventCategoryAlliance "GameEventCategoryInfoCardIconAlliance"
    GameEventCategoryThreat "GameEventCategoryInfoCardIconThreat"
    HUDIconQuest "HUDIconQuest"
    HUDIconHappiness "HUDIconHappinessGained"
    HUDIconOverlayNotEnoughCredits "HUDIconOverlayNotEnoughCredits"
    HUDIconOverlayNotEnoughMetal "HUDIconOverlayNotEnoughMetal"
    HUDIconOverlayNotEnoughCrystal "HUDIconOverlayNotEnoughCrystal"
    HUDIconOverlayNotResearched "HUDIconOverlayNotResearched"
    HUDIconOverlayPlanetUpgradePathLastStageUpgraded "HUDIconOverlayPlanetUpgradePathLastStageUpgraded"
    HUDIconOverlayPlanetModuleNoAvailableResourceAsteroids "HUDIconOverlayPlanetModuleNoAvailableResourceAsteroids"
    HUDIconOverlayPlanetModuleNoTacticalSlotsAvailable "HUDIconOverlayPlanetModuleNoTacticalSlotsAvailable"
    HUDIconOverlayPlanetModuleNoCivilianSlotsAvailable "HUDIconOverlayPlanetModuleNoCivilianSlotsAvailable"
    HUDIconOverlayPlanetBuildShipNoFrigateFactories "HUDIconOverlayPlanetBuildShipNoFrigateFactories"
    HUDIconOverlayPlanetBuildShipNoCapitalShipFactories "HUDIconOverlayPlanetBuildShipNoCapitalShipFactories"
    HUDIconOverlayPlanetBuildShipNotEnoughShipSlots "HUDIconOverlayPlanetBuildShipNotEnoughShipSlotsPhase"
    HUDIconOverlayPlanetBuildShipNotEnoughCapitalShipSlots "HUDIconOverlayPlanetBuildShipNotEnoughCapitalShipSlotsPhase"
    HUDIconOverlayInFleet "HUDIconOverlayInFleet"       
    AllianceHUDIconTrade "HUDIconAllianceTypeTrade"
    AllianceHUDIconExternalVision "HUDIconAllianceTypeExternalVision"
    AllianceHUDIconInternalVision "HUDIconAllianceTypeInternalVision"
    AllianceHUDIconCeaseFire "HUDIconAllianceTypeCeaseFire"
    AllianceHUDIconPeaceTreaty "HUDIconAllianceTypePeaceTreaty"
    ResourceHUDIconCredits "HUDIconCredits"
    ResourceHUDIconMetal "HUDIconMetal"
    ResourceHUDIconCrystal "HUDIconCrystal"
    ResourceInfoCardIconCredits "InfoCardIconCredits"
    ResourceInfoCardIconMetal "InfoCardIconMetal"
    ResourceInfoCardIconCrystal "InfoCardIconCrystal"   
    ResearchFieldButtonIconCombat "ResearchScreenTabButtonCombatPhase"
    ResearchFieldButtonIconNonCombat "ResearchScreenTabButtonNonCombatPhase"
    ResearchFieldButtonIconFleet "ResearchScreenTabButtonFleetPhase"
    ResearchFieldButtonIconArtifact "ResearchScreenTabButtonArtifact"
    QuestStatusIconBombAnyPlanet "HUDIconQuestBombAnyPlanet"
    QuestStatusIconKillShips "HUDIconQuestKillShips"
    QuestStatusIconKillCivilianStructures "HUDIconQuestKillCivilianStructures"
    QuestStatusIconKillTacticalStructures "HUDIconQuestKillTacticalStructures"
    OrderInfoCardIconNone ""
    OrderInfoCardIconAttack "InfoCardIconOrderAttack"
    OrderInfoCardIconMove "InfoCardIconOrderMove"
    OrderInfoCardIconAbility "InfoCardIconOrderAbility"
    OrderInfoCardIconRetreat "InfoCardIconOrderRetreat"
    InfoCardIconAutoCast "InfoCardIconAutoCast"
    InfoCardIconCombinedPlanetIncome "InfoCardIconCombinedPlanetIncome"
    InfoCardIconFleetUpkeep "InfoCardIconFleetUpkeepPhase"
    InfoCardIconCapitalShip "INFOCARDICON_CAPITALSHIP_PHASEBATTLESHIP"
    InfoCardIconFrigate "INFOCARDICON_FRIGATE_PHASESCOUT"
    InfoCardIconTradeShip "INFOCARDICON_TRADESHIP_PHASE"
    InfoCardIconRefineryShip "INFOCARDICON_REFINERYSHIP_PHASE"   
    MainViewIconOverlayCapitalShipLevel0 "MainViewIconOverlayCapitalShipLevel0"
    MainViewIconOverlayCapitalShipLevel1 "MainViewIconOverlayCapitalShipLevel1"
    MainViewIconOverlayCapitalShipLevel2 "MainViewIconOverlayCapitalShipLevel2"
    MainViewIconOverlayCapitalShipLevel3 "MainViewIconOverlayCapitalShipLevel3"
    MainViewIconOverlayCapitalShipLevel4 "MainViewIconOverlayCapitalShipLevel4"
    MainViewIconOverlayCapitalShipLevel5 "MainViewIconOverlayCapitalShipLevel5"
    MainViewIconOverlayCapitalShipLevel6 "MainViewIconOverlayCapitalShipLevel6"
    MainViewIconOverlayCapitalShipLevel7 "MainViewIconOverlayCapitalShipLevel7"
    MainViewIconOverlayCapitalShipLevel8 "MainViewIconOverlayCapitalShipLevel8"
    MainViewIconOverlayCapitalShipLevel9 "MainViewIconOverlayCapitalShipLevel9"   
    EmpireWindowFindIconOwnedColonyShips "EmpireWindowFindIconOwnedColonyShipsPhase"
    EmpireWindowFindIconOwnedScoutShips "EmpireWindowFindIconOwnedScoutShipsPhase"
    EmpireWindowFindIconOwnedCapitalShips "EmpireWindowFindIconOwnedCapitalShipsPhase"
    EmpireWindowFindIconOwnedPlanetsWithResourceAsteroids "EmpireWindowFindIconOwnedPlanetsWithResourceAsteroidsPhase"
    EmpireWindowFindIconOwnedPlanetsWithFactories "EmpireWindowFindIconOwnedPlanetsWithFactoriesPhase"
    EmpireWindowFindIconOwnedPlanetsWithUpgrades "EmpireWindowFindIconOwnedPlanetsWithUpgradesPhase"
    EmpireWindowFindIconOwnedPlanetsWithCivilianSlots "EmpireWindowFindIconOwnedPlanetsWithCivilianSlotsPhase"
    EmpireWindowFindIconPlanetsWithArtifacts "EmpireWindowFindIconPlanetsWithArtifactsPhase"       
    UserActionIconAttack "ACTIONICON_CAPITALSHIP_ATTACK"
    UserActionIconStop "ACTIONICON_CAPITALSHIP_STOP"
    UserActionIconCreateFleet "ActionIconCreateFleet"
    UserActionIconDisbandFleet "ActionIconDisbandFleet"
    UserActionIconRetreat "ActionIconRetreat"
    UserActionIconSetRallyPoint "ACTIONICON_SETRALLYPOINT"
    UserActionIconOpenModulePage0 "ACTIONICON_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0"
    UserActionIconOpenModulePage1 "ACTIONICON_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT1"
    UserActionIconCloseModulePage0 "ACTIONICON_PLANET_CLOSEPLANETMODULEMANAGEMENT_ORBIT0"
    UserActionIconCloseModulePage1 "ACTIONICON_PLANET_CLOSEPLANETMODULEMANAGEMENT_ORBIT1"
    UserActionIconOpenPlanetCapitalShipManagement "ACTIONICON_PLANET_OPENCAPITALSHIPMANAGEMENTPHASE"
    UserActionIconClosePlanetCapitalShipManagement "ACTIONICON_PLANET_CLOSECAPITALSHIPMANAGEMENT"
    UserActionIconOpenPlanetFrigateManagement0 "ACTIONICON_PLANET_OPENFRIGATEMANAGEMENTPHASE0"
    UserActionIconOpenPlanetFrigateManagement1 "ACTIONICON_PLANET_OPENFRIGATEMANAGEMENTPHASE1"
    UserActionIconClosePlanetFrigateManagement0 "ACTIONICON_PLANET_CLOSEFRIGATEMANAGEMENT0"
    UserActionIconClosePlanetFrigateManagement1 "ACTIONICON_PLANET_CLOSEFRIGATEMANAGEMENT1"
    UserActionIconOpenSquadManagement "ACTIONICON_CAPITALSHIP_OPENSQUADRONMANAGEMENT"
    UserActionIconCloseSquadManagement "ACTIONICON_CAPITALSHIP_CLOSESQUADRONMANAGEMENT"
    UserActionIconOpenShipAbilityManagement "ACTIONICON_CAPITALSHIP_OPENCAPITALABILITYMANAGEMENT"
    UserActionIconCloseShipAbilityManagement "ACTIONICON_CAPITALSHIP_CLOSECAPITALABILITYMANAGEMENT"
    UserActionIconOpenShipTacticsManagement "ACTIONICON_CAPITALSHIP_OPENMANAGETACTICS"
    UserActionIconCloseShipTacticsManagement "ACTIONICON_CAPITALSHIP_CLOSEMANAGETACTICS"
    UserActionIconPurchaseCapitalShipLevel "ACTIONICON_CAPITALSHIP_TOGGLEPURCHASENEXTLEVEL"
    UserActionIconOpenPlanetUpgradeManagement "ActionIconPlanetOpenUpgradeManagement"
    UserActionIconClosePlanetUpgradeManagement "ActionIconPlanetCloseUpgradeManagement"
    UserActionIconUpgradePlanetPopulation "ActionIconPlanetUpgradePopulation"
    UserActionIconUpdatePlanetInfrastructure "ActionIconPlanetUpgradeInfrastructure"
    UserActionIconUpgradePlanetArtifactLevel "ActionIconPlanetUpgradeArtifactLevel"
    UserActionIconUpgradePlanetHome "ActionIconPlanetUpgradeHome"
    UserActionIconUpgradePlanetCivilianModules "ActionIconPlanetUpgradeCivilianModules"
    UserActionIconUpgradePlanetTacticalModules "ActionIconPlanetUpgradeTacticalModules"
    UserActionIconBuildResourceAsteroidExtractor "ActionIconBuildResourceAsteroidExtractor"
    UserActionIconPing "BottomWindowButtonPing"
    UserActionIconPingAllyAttack "ActionIconPingAllyAttack"
    UserActionIconPingAllyDefend "ActionIconPingAllyDefend"
    UserActionIconPingAllyStop "ActionIconPingAllyStop"
    UserActionIconToggleZoomToCursor "ACTIONICON_TOGGLEZOOMTOCURSOR"
    UserActionIconToggleScuttle "ACTIONICON_TOGGLESCUTTLE"
    UserActionIconOpenRenameWindow "ACTIONICON_OPENRENAMEWINDOW"
    UserActionIconChangeAutoAttackRange "ACTIONICON_CAPITALSHIP_CHANGEAUTOATTACKRANGE"
    UserActionIconChangeCohesionRange "ACTIONICON_CAPITALSHIP_CHANGECOHESIONRANGE"
    UserActionIconOpenEscapeMenuScreen "ActionIconOpenEscapeMenuScreen"
    UserActionIconOpenNPCScreen "ActionIconOpenNPCScreen"
    UserActionIconOpenResearchScreen "ActionIconOpenResearchScreenEnabled"
    UserActionIconOpenPlayerScreen "ActionIconOpenPlayerScreen"
    UserActionIconToggleEmpireWindowStacked "ActionIconToggleEmpireWindowStacked"
    UserActionIconToggleIsAutoPlaceModuleActive "ActionIconToggleIsAutoPlaceModuleActive"   
researchScreenData <--- this is all the blocks for the parts of each section of research (like combat, civilian, fleet, etc)
    Combat
        blockCount 3 <--- number of blocks, this cant be changed i dont think.
        block
            area [50, 93, 690, 192] <--- list all the possible blocks that research icons can be placed. you can make them biger or smaller but thers a limit to the entire space in the given window. for instance, there is no scrool on your research screen so all these blocks combined can only be a max of so high and long, no matter what you do you cant change that, but you can change the individual size of each block (or it least you should be able to since vasari i velieve has a smaller bottom research part than other races)
            backdrop "ResearchScreenBlockBackdropCombat0Phase"   
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat0Phase"
            title "IDSResearchScreenBlockTitleCombat0Phase"           
            picture "ResearchScreenBlockPictureCombat0Phase"
        block
            area [50, 295, 690, 144]
            backdrop "ResearchScreenBlockBackdropCombat1Phase"       
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat1Phase"
            title "IDSResearchScreenBlockTitleCombat1Phase"           
            picture "ResearchScreenBlockPictureCombat1Phase"
        block
            area [50, 449, 690, 192]
            backdrop "ResearchScreenBlockBackdropCombat2Phase"   
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat2Phase"
            title "IDSResearchScreenBlockTitleCombat2Phase"           
            picture "ResearchScreenBlockPictureCombat2Phase"           
    NonCombat
        blockCount 3
        block
            area [50, 93, 690, 192]
            backdrop "ResearchScreenBlockBackdropNonCombat0Phase"   
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorNonCombat0Phase"
            title "IDSResearchScreenBlockTitleNonCombat0Phase"           
            picture "ResearchScreenBlockPictureNonCombat0Phase"           
        block
            area [50, 295, 690, 144]
            backdrop "ResearchScreenBlockBackdropNonCombat1Phase"   
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorNonCombat1Phase"
            title "IDSResearchScreenBlockTitleNonCombat1Phase"           
            picture "ResearchScreenBlockPictureNonCombat1Phase"           
        block
            area [50, 449, 690, 192]
            backdrop "ResearchScreenBlockBackdropNonCombat2Phase"   
            tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorNonCombat2Phase"
            title "IDSResearchScreenBlockTitleNonCombat2Phase"
            picture "ResearchScreenBlockPictureNonCombat2Phase"
    Artifact
        blockCount 1
        block
            area [9, 49, 776 , 631]
            backdrop "ResearchScreenBlockBackdropArtifact0Phase"   
            tierIndicatorBackdrop ""   
            title ""
            picture ""
    Fleet <--- this tab has 2 researches for diffrent things, given that its a unique tab and all, the pictures are already placed here.
        blockCount 2
        block
            area [7, 62, 784 , 328]
            backdrop "ResearchScreenBlockBackdropFleet0Phase"   
            tierIndicatorBackdrop ""   
            title "IDSResearchScreenBlockTitleFleet0Phase"
            picture ""       
        block
            area [7, 348, 784 , 328]
            backdrop "ResearchScreenBlockBackdropFleet1Phase"   
            tierIndicatorBackdrop ""   
            title "IDSResearchScreenBlockTitleFleet1Phase"
            picture ""   
    capitalShipSlotLevelPicture-0 "ResearchScreenCapitalShipSlotLevelPicture0Phase"
    capitalShipSlotLevelPicture-1 "ResearchScreenCapitalShipSlotLevelPicture1Phase"
    capitalShipSlotLevelPicture-2 "ResearchScreenCapitalShipSlotLevelPicture2Phase"
    capitalShipSlotLevelPicture-3 "ResearchScreenCapitalShipSlotLevelPicture3Phase"
    capitalShipSlotLevelPicture-4 "ResearchScreenCapitalShipSlotLevelPicture4Phase"
    capitalShipSlotLevelPicture-5 "ResearchScreenCapitalShipSlotLevelPicture5Phase"
    capitalShipSlotLevelPicture-6 "ResearchScreenCapitalShipSlotLevelPicture6Phase"
    capitalShipSlotLevelPicture-7 "ResearchScreenCapitalShipSlotLevelPicture7Phase"
    capitalShipSlotLevelPicture-8 "ResearchScreenCapitalShipSlotLevelPicture8Phase"
    shipSlotLevelPicture-0 "ResearchScreenShipSlotLevelPicture0Phase"
    shipSlotLevelPicture-1 "ResearchScreenShipSlotLevelPicture1Phase"
    shipSlotLevelPicture-2 "ResearchScreenShipSlotLevelPicture2Phase"
    shipSlotLevelPicture-3 "ResearchScreenShipSlotLevelPicture3Phase"
    shipSlotLevelPicture-4 "ResearchScreenShipSlotLevelPicture4Phase"
    shipSlotLevelPicture-5 "ResearchScreenShipSlotLevelPicture5Phase"
    shipSlotLevelPicture-6 "ResearchScreenShipSlotLevelPicture6Phase"
    shipSlotLevelPicture-7 "ResearchScreenShipSlotLevelPicture7Phase"
    shipSlotLevelPicture-8 "ResearchScreenShipSlotLevelPicture8Phase"
gameOverWindowData <--- Screen that pops up when you win or loose. Also the text that goes with it.
    hasWonPicture "GameOverDialogHasWonPicturePhase" <--- pic (usualy a .tga file)
    hasLostPicture "GameOverDialogHasLostPicturePhase"
    themeBackdropBrush "GameOverDialogPlayerThemeBackdropPhase" <---  not 100% sure what this is, think its the button layout or the engraved out part which contains the text/buttons.
    hasWonStatusFormatStringId "IDSGameOverDialogHasWonStatusPhase" <---  the coment that is displeyed when you win/loose
    hasLostStatusFormatStringId "IDSGameOverDialogHasLostStatusPhase"
    hasWonPhraseStringId "IDSGameOverDialogHasWonPhrasePhase<--- the coment when you win or loose
    hasLostPhraseStringId "IDSGameOverDialogHasLostPhrasePhase"
aiNameData <--- possible names for the ai when they play as the race
    nameCount 10
    name "IDSPlayerAINamePhase0"
    name "IDSPlayerAINamePhase1"
    name "IDSPlayerAINamePhase2"
    name "IDSPlayerAINamePhase3"
    name "IDSPlayerAINamePhase4"
    name "IDSPlayerAINamePhase5"
    name "IDSPlayerAINamePhase6"
    name "IDSPlayerAINamePhase7"
    name "IDSPlayerAINamePhase8"
    name "IDSPlayerAINamePhase9"
raceNameParsePrefix "PHASE"
raceNameParsePrefixFallback "TECH"
numResearchFields 4 <---- the names displeyed on the research selection window. (fleet, combat, civil, artifact)
    field "IDS_PHASE_RESEARCHFIELD_COMBAT"
    field "IDS_PHASE_RESEARCHFIELD_EMPIRE"
    field "IDS_PHASE_RESEARCHFIELD_ARTIFACT"
    field "IDS_PHASE_RESEARCHFIELD_FLEET"
playerThemeGroupName "PlayerPhase" <--- not sure what thies does.
playerPictureGroupName "PlayerPhase" <--- i believe this is for the pictures (of the avitars that you choose)

 

if i messed something up somewhere, notify me in a PM. more to come as far as setting up other files like research and ships/buildings.        

7,636 views 9 replies
Reply #1 Top

Please note that its not complete either, thers a lot more thats going to be posted but i didnt have time to do right away.

Reply #2 Top

Suddenly...creating my oiwn race doesnt seem so fun anymore ! LOL!

Damn..this looks complicated! :(

Reply #3 Top

TXT
starTypeCount 6  <--- For this tutorial this color can be ignored.
starType
    designName "RandomStar"
    designStringId "IDSGalaxyScenarioTypeStarRandom"
    orbitBodyTypeCount 4
    orbitBodyType "BlueStar"
    orbitBodyType "GreenStar"
    orbitBodyType "RedStar"
    orbitBodyType "YellowStar"
starType
    designName "RandomNonGreenStar"
    designStringId "IDSGalaxyScenarioTypeStarRandom"
    orbitBodyTypeCount 3
    orbitBodyType "BlueStar"
    orbitBodyType "RedStar"
    orbitBodyType "YellowStar"   
starType
    designName "BlueStar"
    designStringId "IDSGalaxyScenarioTypeStarBlue"
    orbitBodyTypeCount 1
    orbitBodyType "BlueStar"
starType
    designName "RedStar"
    designStringId "IDSGalaxyScenarioTypeStarRed"
    orbitBodyTypeCount 1
    orbitBodyType "RedStar"
starType
    designName "YellowStar"
    designStringId "IDSGalaxyScenarioTypeStarYellow"
    orbitBodyTypeCount 1
    orbitBodyType "YellowStar"
starType
    designName "GreenStar"
    designStringId "IDSGalaxyScenarioTypeStarGreen"
    orbitBodyTypeCount 1
    orbitBodyType "GreenStar"
planetTypeCount 26
planetType
    designName "WeightedNonIce"
    designStringId "IDSGalaxyScenarioTypePlanetWeightedNonIce"
    orbitBodyTypeCount 6
    orbitBodyType "Terran"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
    orbitBodyType "Asteroid"
    orbitBodyType "Asteroid"
    orbitBodyType "DeadAsteroid"
planetType
    designName "WeightedRandom"
    designStringId "IDSGalaxyScenarioTypePlanetWeightedRandom"
    orbitBodyTypeCount 23
    orbitBodyType "Terran"
    orbitBodyType "Terran"
    orbitBodyType "Ice"
    orbitBodyType "Ice"
    orbitBodyType "Ice"
    orbitBodyType "Desert"
    orbitBodyType "Desert"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
    orbitBodyType "Volcanic"
    orbitBodyType "Volcanic"
    orbitBodyType "Asteroid"
    orbitBodyType "Asteroid"
    orbitBodyType "Asteroid"
    orbitBodyType "Asteroid"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidSpaceJunk"
    orbitBodyType "GasGiant"
    orbitBodyType "DeadAsteroid"
    orbitBodyType "PlasmaStorm"
    orbitBodyType "MagneticCloud"
planetType
    designName "WeightedColonizable"
    designStringId "IDSGalaxyScenarioTypePlanetWeightedColonizable"
    orbitBodyTypeCount 11
    orbitBodyType "Terran"
    orbitBodyType "Terran"
    orbitBodyType "Ice"
    orbitBodyType "Ice"
    orbitBodyType "Desert"
    orbitBodyType "Desert"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
    orbitBodyType "Volcanic"
    orbitBodyType "Volcanic"
    orbitBodyType "Asteroid"
planetType
    designName "AsteroidOrDead"
    designStringId "IDSGalaxyScenarioTypePlanetAsteroidOrDead"
    orbitBodyTypeCount 4
    orbitBodyType "Asteroid"
    orbitBodyType "DeadAsteroid"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidSpaceJunk"
planetType
    designName "Random"
    designStringId "IDSGalaxyScenarioTypePlanetRandom"
    orbitBodyTypeCount 9
    orbitBodyType "Terran"
    orbitBodyType "Ice"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
    orbitBodyType "Asteroid"
    orbitBodyType "DeadAsteroid"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidSpaceJunk"
    orbitBodyType "GasGiant"
planetType
    designName "RandomTrue"
    designStringId "IDSGalaxyScenarioTypePlanetRandomTrue"
    orbitBodyTypeCount 4
    orbitBodyType "Terran"
    orbitBodyType "Ice"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
planetType
    designName "RandomTrueNonIce"
    designStringId "IDSGalaxyScenarioTypePlanetRandomTrue"
    orbitBodyTypeCount 3
    orbitBodyType "Terran"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
planetType
    designName "RandomTrueNonTerran"
    designStringId "IDSGalaxyScenarioTypePlanetRandomTrueNonTerran"
    orbitBodyTypeCount 3
    orbitBodyType "Ice"
    orbitBodyType "Desert"
    orbitBodyType "Volcanic"
planetType
    designName "RandomSpecial"
    designStringId "IDSGalaxyScenarioTypePlanetRandomSpecial"
    orbitBodyTypeCount 3
    orbitBodyType "GasGiant"
    orbitBodyType "PlasmaStorm"
    orbitBodyType "MagneticCloud"
planetType
    designName "RandomUncolonizable"
    designStringId "IDSGalaxyScenarioTypePlanetRandomUncolonizable"
    orbitBodyTypeCount 5
    orbitBodyType "GasGiant"
    orbitBodyType "AsteroidBelt"
    orbitBodyType "AsteroidSpaceJunk"
    orbitBodyType "PlasmaStorm"
    orbitBodyType "MagneticCloud"
planetType
    designName "RandomIceVolcanic"
    designStringId "IDSGalaxyScenarioTypeRandomIceVolcanic"
    orbitBodyTypeCount 2
    orbitBodyType "Ice"   
    orbitBodyType "Volcanic"   
planetType
    designName "Terran"
    designStringId "IDSGalaxyScenarioTypePlanetTerran"
    orbitBodyTypeCount 1
    orbitBodyType "Terran"   
planetType
    designName "TerranHome"
    designStringId "IDSGalaxyScenarioTypePlanetTerranHome"
    orbitBodyTypeCount 1
    orbitBodyType "TerranHome"
planetType
    designName "Ice"
    designStringId "IDSGalaxyScenarioTypePlanetIce"
    orbitBodyTypeCount 1
    orbitBodyType "Ice"
planetType
    designName "Desert"
    designStringId "IDSGalaxyScenarioTypePlanetDesert"
    orbitBodyTypeCount 1
    orbitBodyType "Desert"
planetType
    designName "DesertHome"
    designStringId "IDSGalaxyScenarioTypePlanetDesertHome"
    orbitBodyTypeCount 1
    orbitBodyType "DesertHome"   
planetType
    designName "Volcanic"
    designStringId "IDSGalaxyScenarioTypePlanetVolcanic"
    orbitBodyTypeCount 1
    orbitBodyType "Volcanic"
planetType
    designName "Asteroid"
    designStringId "IDSGalaxyScenarioTypePlanetAsteroid"
    orbitBodyTypeCount 1
    orbitBodyType "Asteroid"
planetType
    designName "DeadAsteroid"
    designStringId "IDSGalaxyScenarioTypePlanetDeadAsteroid"
    orbitBodyTypeCount 1
    orbitBodyType "DeadAsteroid"   
planetType
    designName "AsteroidBelt"
    designStringId "IDSGalaxyScenarioTypePlanetAsteroidBelt"
    orbitBodyTypeCount 1   
    orbitBodyType "AsteroidBelt"
planetType
    designName "AsteroidSpaceJunk"
    designStringId "IDSGalaxyScenarioTypePlanetAsteroidSpaceJunk"
    orbitBodyTypeCount 1   
    orbitBodyType "AsteroidSpaceJunk"
planetType
    designName "PlasmaStorm"
    designStringId "IDSGalaxyScenarioTypePlanetPlasmaStorm"
    orbitBodyTypeCount 1
    orbitBodyType "PlasmaStorm"   
planetType
    designName "MagneticCloud"
    designStringId "IDSGalaxyScenarioTypePlanetMagneticCloud"
    orbitBodyTypeCount 1
    orbitBodyType "MagneticCloud"   
planetType
    designName "GasGiant"
    designStringId "IDSGalaxyScenarioTypePlanetGasGiant"
    orbitBodyTypeCount 1   
    orbitBodyType "GasGiant"
planetType
    designName "Wormhole"
    designStringId "IDSGalaxyScenarioTypePlanetWormhole"
    orbitBodyTypeCount 1   
    orbitBodyType "Wormhole"
planetType
    designName "PirateBase"
    designStringId "IDSGalaxyScenarioTypePlanetPirateBase"
    orbitBodyTypeCount 1
    orbitBodyType "PirateBase"   
orbitBodyTypeCount 19
orbitBodyType
    typeName "BlueStar"
    entityDefName "STAR_BLUE"
    defaultTemplateName ""
orbitBodyType   
    typeName "YellowStar"
    entityDefName "STAR_YELLOW"
    defaultTemplateName ""
orbitBodyType   
    typeName "RedStar"
    entityDefName "STAR_RED"
    defaultTemplateName ""
orbitBodyType   
    typeName "GreenStar"
    entityDefName "STAR_GREEN"
    defaultTemplateName ""   
orbitBodyType   
    typeName "PirateBase"
    entityDefName "PlanetPirateBase"
    defaultTemplateName "Template:PirateBase"   
orbitBodyType   
    typeName "Terran"
    entityDefName "PlanetTerran"
    defaultTemplateName "Template:DefaultStart_Terran"   
orbitBodyType   
    typeName "TerranHome"
    entityDefName "PlanetTerranHome"
    defaultTemplateName "Template:DefaultStart_Terran"       
orbitBodyType   
    typeName "Desert"
    entityDefName "PlanetDesert"
    defaultTemplateName "Template:DefaultStart_Desert"       
orbitBodyType   
    typeName "DesertHome"
    entityDefName "PlanetDesertHome"
    defaultTemplateName "Template:DefaultStart_Desert"   
orbitBodyType   
    typeName "Volcanic"
    entityDefName "PlanetVolcanic"
    defaultTemplateName "Template:DefaultStart_Volcanic"   
orbitBodyType   
    typeName "Asteroid"
    entityDefName "PlanetAsteroid"
    defaultTemplateName "Template:DefaultStart_Asteroid"
orbitBodyType   
    typeName "Ice"
    entityDefName "PlanetIce"
    defaultTemplateName "Template:DefaultStart_Ice"                   
orbitBodyType   
    typeName "DeadAsteroid"
    entityDefName "PlanetDeadAsteroid"
    defaultTemplateName ""   
orbitBodyType   
    typeName "AsteroidBelt"
    entityDefName "PlanetAsteroidBelt"
    defaultTemplateName ""       
orbitBodyType   
    typeName "AsteroidSpaceJunk"
    entityDefName "PlanetAsteroidSpaceJunk"
    defaultTemplateName ""       
orbitBodyType   
    typeName "GasGiant"
    entityDefName "PlanetGasGiant"
    defaultTemplateName "Template:DefaultStart_GasGiant"   
orbitBodyType   
    typeName "PlasmaStorm"
    entityDefName "PlanetPlasmaStorm"
    defaultTemplateName "Template:DefaultStart_PlasmaStorm"   
orbitBodyType   
    typeName "MagneticCloud"
    entityDefName "PlanetMagneticCloud"
    defaultTemplateName ""                               
orbitBodyType
    typeName "Wormhole"
    entityDefName "PlanetWormhole"
    defaultTemplateName ""   
               
planetItemTypeCount 97 <--- number of objects in the game.
planetItemType  <--- buildings/ships. you want to take a template like what i have in blue and add all your factions ships/buildings in this section. dont forget to change the "
planetItemTypeCount 97"
    designName "Phase:Module:Cannon"
    entityDefName "PLANETMODULE_PHASEORBITALCANNON"
planetItemType
    designName "Phase:Module:CapitalShipFactory"  <--- name of the item when used within the galixyscenariodef.galixyscenariodef file
    entityDefName "PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY" <--- the objects .entity file

planetItemType
    designName "Phase:Module:CombatLab"
    entityDefName "PLANETMODULE_PHASEORBITALCOMBATLABORATORY"
planetItemType
    designName "Phase:Module:CrystalExtractor"
    entityDefName "PLANETMODULE_PHASEORBITALCRYSTALEXTRACTOR"
planetItemType
    designName "Phase:Module:CultureCenter"
    entityDefName "PLANETMODULE_PHASEORBITALCULTURECENTER"
planetItemType
    designName "Phase:Module:FrigateFactory"
    entityDefName "PLANETMODULE_PHASEORBITALFRIGATEFACTORY"
planetItemType
    designName "Phase:Module:HangarDefense"
    entityDefName "PLANETMODULE_PHASEORBITALHANGARDEFENSE"
planetItemType
    designName "Phase:Module:MetalExtractor"
    entityDefName "PLANETMODULE_PHASEORBITALMETALEXTRACTOR"
planetItemType
    designName "Phase:Module:NonCombatLab"
    entityDefName "PLANETMODULE_PHASEORBITALNONCOMBATLABORATORY"
planetItemType
    designName "Phase:Module:Refinery"
    entityDefName "PLANETMODULE_PHASEORBITALREFINERY"
planetItemType
    designName "Phase:Module:RepairPlatform"
    entityDefName "PLANETMODULE_PHASEORBITALREPAIRPLATFORM"
planetItemType
    designName "Phase:Module:TradePort"
    entityDefName "PLANETMODULE_PHASEORBITALTRADEPORT"
planetItemType
    designName "Phase:Module:MissileDefense"
    entityDefName "PLANETMODULE_PHASEORBITALMISSILEDEFENSE"
planetItemType
    designName "Psi:Module:Cannon"
    entityDefName "PLANETMODULE_PSIORBITALCANNON"
planetItemType
    designName "Psi:Module:CapitalShipFactory"
    entityDefName "PLANETMODULE_PSIORBITALCAPITALSHIPFACTORY"
planetItemType
    designName "Psi:Module:CombatLab"
    entityDefName "PLANETMODULE_PSIORBITALCOMBATLABORATORY"
planetItemType
    designName "Psi:Module:CrystalExtractor"
    entityDefName "PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR"
planetItemType
    designName "Psi:Module:CultureCenter"
    entityDefName "PLANETMODULE_PSIORBITALCULTURECENTER"
planetItemType
    designName "Psi:Module:FrigateFactory"
    entityDefName "PLANETMODULE_PSIORBITALFRIGATEFACTORY"
planetItemType
    designName "Psi:Module:HangarDefense"
    entityDefName "PLANETMODULE_PSIORBITALHANGARDEFENSE"
planetItemType
    designName "Psi:Module:MetalExtractor"
    entityDefName "PLANETMODULE_PSIORBITALMETALEXTRACTOR"
planetItemType
    designName "Psi:Module:NonCombatLab"
    entityDefName "PLANETMODULE_PSIORBITALNONCOMBATLABORATORY"
planetItemType
    designName "Psi:Module:RepairPlatform"
    entityDefName "PLANETMODULE_PSIORBITALREPAIRPLATFORM"
planetItemType
    designName "Psi:Module:TradePort"
    entityDefName "PLANETMODULE_PSIORBITALTRADEPORT"
planetItemType
    designName "Psi:Module:BeamDefense"
    entityDefName "PLANETMODULE_PSIORBITALBEAMDEFENSE"
planetItemType
    designName "Tech:Module:Cannon"
    entityDefName "PLANETMODULE_TECHORBITALCANNON"
planetItemType
    designName "Tech:Module:CapitalShipFactory"
    entityDefName "PLANETMODULE_TECHORBITALCAPITALSHIPFACTORY"
planetItemType
    designName "Tech:Module:CombatLab"
    entityDefName "PLANETMODULE_TECHORBITALCOMBATLABORATORY"
planetItemType
    designName "Tech:Module:CrystalExtractor"
    entityDefName "PLANETMODULE_TECHORBITALCRYSTALEXTRACTOR"
planetItemType
    designName "Tech:Module:CultureCenter"
    entityDefName "PLANETMODULE_TECHORBITALCULTURECENTER"
planetItemType
    designName "Tech:Module:FrigateFactory"
    entityDefName "PLANETMODULE_TECHORBITALFRIGATEFACTORY"
planetItemType
    designName "Tech:Module:HangarDefense"
    entityDefName "PLANETMODULE_TECHORBITALHANGARDEFENSE"
planetItemType
    designName "Tech:Module:MetalExtractor"
    entityDefName "PLANETMODULE_TECHORBITALMETALEXTRACTOR"
planetItemType
    designName "Tech:Module:NonCombatLab"
    entityDefName "PLANETMODULE_TECHORBITALNONCOMBATLABORATORY"
planetItemType
    designName "Tech:Module:Refinery"
    entityDefName "PLANETMODULE_TECHORBITALREFINERY"
planetItemType
    designName "Tech:Module:RepairPlatform"
    entityDefName "PLANETMODULE_TECHORBITALREPAIRPLATFORM"
planetItemType
    designName "Tech:Module:TradePort"
    entityDefName "PLANETMODULE_TECHORBITALTRADEPORT"
planetItemType
    designName "Tech:Module:GaussDefense"
    entityDefName "PLANETMODULE_TECHORBITALGAUSSDEFENSE"
planetItemType
    designName "Pirate:Module:GaussDefense"
    entityDefName "PLANETMODULE_PIRATEORBITALGAUSSDEFENSE"   
planetItemType
    designName "Phase:Frigate:AntiFighter"
    entityDefName "FrigatePhaseAntiFighter"
planetItemType
    designName "Phase:Frigate:Carrier"
    entityDefName "FrigatePhaseCarrier"
planetItemType
    designName "Phase:Frigate:Colony"
    entityDefName "FrigatePhaseColony"
planetItemType
    designName "Phase:Frigate:Heavy"
    entityDefName "FrigatePhaseHeavy"
planetItemType
    designName "Phase:Frigate:Light"
    entityDefName "FrigatePhaseLight"
planetItemType
    designName "Phase:Frigate:LongRange"
    entityDefName "FrigatePhaseLongRange"
planetItemType
    designName "Phase:Frigate:Scout"
    entityDefName "FrigatePhaseScout"
planetItemType
    designName "Phase:Frigate:Siege"
    entityDefName "FrigatePhaseSiege"
planetItemType
    designName "Phase:Frigate:Utility0"
    entityDefName "FrigatePhaseUtility0"
planetItemType
    designName "Phase:Frigate:Utility1"
    entityDefName "FrigatePhaseUtility1"
planetItemType
    designName "Phase:Frigate:Constructor"
    entityDefName "FrigatePhaseModuleConstructor"
planetItemType
    designName "Psi:Frigate:AntiFighter"
    entityDefName "FrigatePsiAntiFighter"
planetItemType
    designName "Psi:Frigate:Carrier"
    entityDefName "FrigatePsiCarrier"
planetItemType
    designName "Psi:Frigate:Colony"
    entityDefName "FrigatePsiColony"
planetItemType
    designName "Psi:Frigate:Heavy"
    entityDefName "FrigatePsiHeavy"
planetItemType
    designName "Psi:Frigate:Light"
    entityDefName "FrigatePsiLight"
planetItemType
    designName "Psi:Frigate:LongRange"
    entityDefName "FrigatePsiLongRange"
planetItemType
    designName "Psi:Frigate:Scout"
    entityDefName "FrigatePsiScout"
planetItemType
    designName "Psi:Frigate:Siege"
    entityDefName "FrigatePsiSiege"
planetItemType
    designName "Psi:Frigate:Utility0"
    entityDefName "FrigatePsiUtility0"
planetItemType
    designName "Psi:Frigate:Utility1"
    entityDefName "FrigatePsiUtility1"
planetItemType
    designName "Psi:Frigate:Constructor"
    entityDefName "FrigatePsiModuleConstructor"
planetItemType
    designName "Tech:Frigate:AntiFighter"
    entityDefName "FrigateTechAntiFighter"
planetItemType
    designName "Tech:Frigate:Carrier"
    entityDefName "FrigateTechCarrier"
planetItemType
    designName "Tech:Frigate:Colony"
    entityDefName "FrigateTechColony"
planetItemType
    designName "Tech:Frigate:Heavy"
    entityDefName "FrigateTechHeavy"
planetItemType
    designName "Tech:Frigate:Light"
    entityDefName "FrigateTechLight"
planetItemType
    designName "Tech:Frigate:LongRange"
    entityDefName "FrigateTechLongRange"
planetItemType
    designName "Tech:Frigate:Scout"
    entityDefName "FrigateTechScout"
planetItemType
    designName "Tech:Frigate:Siege"
    entityDefName "FrigateTechSiege"
planetItemType
    designName "Tech:Frigate:Utility0"
    entityDefName "FrigateTechUtility0"
planetItemType
    designName "Tech:Frigate:Utility1"
    entityDefName "FrigateTechUtility1"
planetItemType
    designName "Tech:Frigate:Constructor"
    entityDefName "FrigateTechModuleConstructor"
planetItemType
    designName "Phase:CapitalShip:BattleShip"
    entityDefName "CAPITALSHIP_PHASEBATTLESHIP"
planetItemType
    designName "Phase:CapitalShip:Carrier"
    entityDefName "CAPITALSHIP_PHASECARRIER"
planetItemType
    designName "Phase:CapitalShip:Colony"
    entityDefName "CAPITALSHIP_PHASECOLONY"
planetItemType
    designName "Phase:CapitalShip:Scout"
    entityDefName "CAPITALSHIP_PHASESCOUT"
planetItemType
    designName "Phase:CapitalShip:Siege"
    entityDefName "CAPITALSHIP_PHASESIEGE"
planetItemType
    designName "Psi:CapitalShip:BattleShip"
    entityDefName "CAPITALSHIP_PSIBATTLESHIP"
planetItemType
    designName "Psi:CapitalShip:Carrier"
    entityDefName "CAPITALSHIP_PSICARRIER"
planetItemType
    designName "Psi:CapitalShip:Colony"
    entityDefName "CAPITALSHIP_PSICOLONY"
planetItemType
    designName "Psi:CapitalShip:BattlePsionic"
    entityDefName "CAPITALSHIP_PSIBATTLEPSIONIC"
planetItemType
    designName "Psi:CapitalShip:PlanetPsionic"
    entityDefName "CAPITALSHIP_PSIPLANETPSIONIC"
planetItemType
    designName "Tech:CapitalShip:BattleShip"
    entityDefName "CAPITALSHIP_TECHBATTLESHIP"
planetItemType
    designName "Tech:CapitalShip:Carrier"
    entityDefName "CAPITALSHIP_TECHCARRIER"
planetItemType
    designName "Tech:CapitalShip:Colony"
    entityDefName "CAPITALSHIP_TECHCOLONY"
planetItemType
    designName "Tech:CapitalShip:Support"
    entityDefName "CAPITALSHIP_TECHSUPPORT"
planetItemType
    designName "Tech:CapitalShip:Siege"
    entityDefName "CAPITALSHIP_TECHSIEGE"
planetItemType
    designName "Pirate:Frigate:Medium"
    entityDefName "FrigatePirateMedium"
planetItemType
    designName "Pirate:Frigate:Scout"
    entityDefName "FrigatePirateScout"
planetItemType
    designName "Pirate:Frigate:Siege"
    entityDefName "FrigatePirateSiege"
planetItemType
    designName "Pirate:Frigate:Heavy"
    entityDefName "FrigatePirateHeavy"
planetItemType
    designName "Pirate:Frigate:AntiFighter"
    entityDefName "FrigatePirateAntiFighter"
planetItemType
    designName "Bonus:CrystalMiners"
    entityDefName "PlanetBonusCrystalMiners"   
planetItemType
    designName "Artifact:WeaponBoost"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_WEAPONBOOST"
planetItemType
    designName "Artifact:AntimatterRegen"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_PASSIVEREGENANTIMATTER"
planetItemType
    designName "Artifact:HullRepair"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_HULLREPAIROVERTIMEINCREASE"   
planetItemType
    designName "Artifact:HyperspaceSpeed"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_HYPERSPACESPEED"   
playerTypeCount 4 <--- # of races
playerType   <--- may want to make a new one of these just to be sure with your races name and the .entity name.
    designName "Tech"
    entityDefName "PlayerTech"

playerType
    designName "Psi"
    entityDefName "PlayerPsi"
playerType
    designName "Phase"
    entityDefName "PlayerPhase"
playerType
    designName "Pirate"
    entityDefName "PlayerPirate"
planetItemsTemplateCount 25  <--- unless you plan on adding custom ships to local planets, ignore this.
planetItemsTemplate
    templateName "Empty"
    subTemplates 0
    groups 0       
planetItemsTemplate
    templateName "Template:DefaultHomePlanetSetup"
    subTemplates 0
    groups 3
        group
            condition
                type "PlanetOwnerIsRace"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Tech:Module:FrigateFactory"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRace"
                param "Psi"
            owner "PlanetOwner"
            colonizeChance 1
            items 3       
                item "Psi:Module:FrigateFactory"
                item "Psi:Frigate:Constructor"
                item "Psi:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRace"
                param "Phase"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Phase:Module:FrigateFactory"
                item "Phase:Frigate:Constructor"
                item "Phase:Frigate:Constructor"
planetItemsTemplate
    templateName "Template:DefaultStart_Terran"
    subTemplates 2
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitia_Terran"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_Desert"
    subTemplates 2
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitia_Desert"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_Volcanic"
    subTemplates 2
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitia_Volcanic"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_Asteroid"
    subTemplates 2       
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitia_Asteroid"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_DeadAsteroid"
    subTemplates 1
        template "Template:LocalMilitia_DeadAsteroid"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_GasGiant"
    subTemplates 1
        template "Template:LocalMilitia_GasGiant"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_PlasmaStorm"
    subTemplates 1
        template "Template:LocalMilitia_PlasmaStorm"
    groups 0
planetItemsTemplate
    templateName "Template:DefaultStart_Ice"
    subTemplates 2
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitia_Ice"
    groups 0
planetItemsTemplate
    templateName "Template:LightStart"
    subTemplates 2
        template "Template:DefaultHomePlanetSetup"
        template "Template:LocalMilitiaMedium"
    groups 3
        group
            condition
                type "PlanetOwnerIsRace"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 5
                item "Tech:Frigate:Scout"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
        group
            condition
                type "PlanetOwnerIsRace"
                param "Psi"
            owner "PlanetOwner"
            colonizeChance 1
            items 6
                item "Psi:Frigate:Scout"
                item "Psi:Frigate:Light"
                item "Psi:Frigate:Light"
                item "Psi:Frigate:Light"
                item "Psi:Frigate:Light"
                item "Psi:Frigate:Light"
        group
            condition
                type "PlanetOwnerIsRace"
                param "Phase"
            owner "PlanetOwner"
            colonizeChance 1
            items 4
                item "Phase:Frigate:Scout"
                item "Phase:Frigate:Light"
                item "Phase:Frigate:Light"
                item "Phase:Frigate:Light"
planetItemsTemplate
    templateName "Template:LocalMilitiaVeryWeak"
    subTemplates 0
    groups 2
        group
            condition
                type "PlanetOwnerIsMilitia"
                param ""
            owner "PlanetOwner"
            colonizeChance 0
            items 6
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Module:CrystalExtractor"
                item "Tech:Module:MetalExtractor"
                item "Tech:Module:GaussDefense"
        group
            condition
                type "NoPlanetOwner"
                param ""
            owner "RandomMilitia"
            colonizeChance 0
            items 2
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Siege"
planetItemsTemplate
    templateName "Template:LocalMilitiaVeryWeakUncolonizable"
    subTemplates 0
    groups 1
        group
            condition
                type "Always"
                param ""
            owner "Pirate"
            colonizeChance 1
            items 2
                item "Pirate:Frigate:Scout"
                item "Pirate:Frigate:AntiFighter"
planetItemsTemplate
    templateName "Template:LocalMilitiaWeak"
    subTemplates 0
    groups 5
        group
            condition
                type "PlanetOwnerIsMilitia"
                param ""
            owner "PlanetOwner"
            colonizeChance 0
            items 6
                item "Tech:Frigate:Light"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Siege"
                item "Tech:Module:GuassDefense"
                item "Tech:Module:MetalExtractor"
                item "Tech:Module:CrystalExtractor"
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param ".5"
            owner "PlanetOwner"
            colonizeChance 0
            items 4
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"   
                item "Tech:Frigate:Light"   
                item "Tech:Frigate:AntiFighter"   
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param ".5"
            owner "PlanetOwner"
            colonizeChance 0
            items 3
                item "Tech:Module:GuassDefense"
                item "Tech:Module:GuassDefense"                           
                item "Tech:Module:GuassDefense"                           
        group
            condition
                type "NoPlanetOwner"
                param ""
            owner "RandomMilitia"
            colonizeChance 0
            items 3
                item "Tech:Frigate:Light"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Siege"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param ".5"
            owner "RandomMilitia"
            colonizeChance 0
            items 2
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
planetItemsTemplate
    templateName "Template:LocalMilitiaMedium"
    subTemplates 0
    groups 6
        group
            condition
                type "PlanetOwnerIsMilitia"
                param ""
            owner "PlanetOwner"
            colonizeChance 0
            items 10
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Siege"
                item "Tech:Module:GaussDefense"
                item "Tech:Module:GaussDefense"
                item "Tech:Module:GaussDefense"
                item "Tech:Module:HangarDefense"
                item "Tech:Module:CrystalExtractor"
                item "Tech:Module:MetalExtractor"
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param ".5"
            owner "PlanetOwner"
            colonizeChance 0
            items 5
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Module:GaussDefense"
                item "Tech:Module:GaussDefense"               
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param ".5"
            owner "PlanetOwner"
            colonizeChance 0
            items 4
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:AntiFighter"   
                item "Tech:Module:HangarDefense"               
        group
            condition
                type "NoPlanetOwner"
                param ""
            owner "RandomMilitia"
            colonizeChance 0
            items 4
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Siege"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param ".5"
            owner "RandomMilitia"
            colonizeChance 0
            items 3
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:AntiFighter"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param ".5"
            owner "RandomMilitia"
            colonizeChance 0
            items 3
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:AntiFighter"
planetItemsTemplate
    templateName "Template:LocalMilitiaStrong"
    subTemplates 0
    groups 10
        group
            condition
                type "PlanetOwnerIsMilitia"
                param ""
            owner "PlanetOwner"
            colonizeChance 0
            items 10
                item "Tech:Frigate:Light"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Heavy"
                item "Tech:Frigate:Heavy"
                item "Tech:Module:GaussDefense"       
                item "Tech:Module:GaussDefense"                                                       
                item "Tech:Module:HangarDefense"       
                item "Tech:Module:MetalExtractor"                                                       
                item "Tech:Module:MetalExtractor"                                                       
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param "0.3"
            owner "PlanetOwner"
            colonizeChance 0
            items 5
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:Heavy"
                item "Tech:Module:GaussDefense"                       
                item "Tech:Module:HangarDefense"                       
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param "0.3"
            owner "PlanetOwner"
            colonizeChance 0
            items 8
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Heavy"
                item "Tech:Module:HangarDefense"                       
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param "0.3"
            owner "PlanetOwner"
            colonizeChance 0
            items 5
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Heavy"
                item "Tech:Module:GaussDefense"                       
        group
            condition
                type "PlanetOwnerIsMilitiaWithChance"
                param "0.3"
            owner "PlanetOwner"
            colonizeChance 0
            items 5
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Heavy"
                item "Tech:Frigate:Heavy"
                item "Tech:Module:HangarDefense"                   
        group
            condition
                type "NoPlanetOwner"
                param ""
            owner "RandomMilitia"
            colonizeChance 0
            items 5
                item "Tech:Frigate:Light"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Heavy"
                item "Tech:Frigate:Siege"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param "0.3"
            owner "RandomMilitia"
            colonizeChance 0
            items 3
                item "Tech:Frigate:Light"
                item "Tech:Frigate:LongRange"
                item "Tech:Frigate:LongRange"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param "0.3"
            owner "RandomMilitia"
            colonizeChance 0
            items 5
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Siege"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param "0.3"
            owner "RandomMilitia"
            colonizeChance 0
            items 4
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Heavy"
        group
            condition
                type "NoPlanetOwnerWithChance"
                param "0.3"
            owner "RandomMilitia"
            colonizeChance 0
            items 4
                item "Tech:Frigate:AntiFighter"
                item "Tech:Frigate:Light"
                item "Tech:Frigate:Siege"
                item "Tech:Frigate:Heavy"
planetItemsTemplate
    templateName "Template:LocalMilitia_Terran"
    subTemplates 1
        template "Template:LocalMilitiaStrong"
    groups 0       
planetItemsTemplate
    templateName "Template:LocalMilitia_Desert"
    subTemplates 1
        template "Template:LocalMilitiaStrong"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_Volcanic"
    subTemplates 1
        template "Template:LocalMilitiaMedium"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_Asteroid"
    subTemplates 1
        template "Template:LocalMilitiaVeryWeak"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_DeadAsteroid"
    subTemplates 1
        template "Template:LocalMilitiaVeryWeak"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_GasGiant"
    subTemplates 1
        template "Template:LocalMilitiaVeryWeakUncolonizable"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_PlasmaStorm"
    subTemplates 1
        template "Template:LocalMilitiaVeryWeakUncolonizable"
    groups 0
planetItemsTemplate
    templateName "Template:LocalMilitia_Ice"
    subTemplates 1
        template "Template:LocalMilitiaMedium"
    groups 0

planetItemsTemplate  <--- can also be ignored but because some people might wonder how its done, this the list of everything that is at a pirates base.
    templateName "Template:PirateBase"
    subTemplates 0
    groups 1
        group
            condition
                type "Always"
                param ""
            owner "Pirate"
            colonizeChance 1
            items 52
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Heavy"
                item "Pirate:Frigate:Scout"
                item "Pirate:Frigate:Siege"
                item "Pirate:Frigate:Siege"
                item "Pirate:Frigate:Siege"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:AntiFighter"
                item "Pirate:Frigate:Medium"
                item "Pirate:Frigate:Medium"
                item "Pirate:Frigate:Medium"
                item "Pirate:Frigate:Medium"
                item "Pirate:Frigate:Medium"
                item "Pirate:Frigate:Medium"   
                item "Pirate:Module:GaussDefense"       
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"       
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"       
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"
                item "Pirate:Module:GaussDefense"               

validPictureGroups 3  <--- not 100% sure on what this does but i would asume its the pictures and themes that you see when you zoom out to far (for the ships) but i could be wrong.
pictureGroup "PlayerPhase"
pictureGroup "PlayerPsi"
pictureGroup "PlayerTech"
validThemeGroups 4
themeGroup "PlayerPhase"
themeGroup "PlayerPsi"
themeGroup "PlayerTech"
themeGroup "NPC"

autoAddPlayers 2
player
    designName "Pirate"
    inGameName "IDSScenarioPlayerNamePirates"
    overrideRaceName "Pirate"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer TRUE
    isInsurgentPlayer FALSE
    themeGroup "SpecialNPC"
    themeIndex 0
    pictureGroup "NPC"
    pictureIndex 0
player
    designName "Rebel"
    inGameName "IDSScenarioPlayerNameRebels"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer TRUE
    themeGroup "SpecialNPC"
    themeIndex 1
    pictureGroup "NPC"
    pictureIndex 1
autoAddMiltiaPlayerCountPerGalaxy 5
autoAddMilitiaPlayers 20
player
    designName "Militia0"
    inGameName "IDSScenarioPlayerNameMilitia0"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 2
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia1"
    inGameName "IDSScenarioPlayerNameMilitia1"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 3
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia2"
    inGameName "IDSScenarioPlayerNameMilitia2"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 4
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia3"
    inGameName "IDSScenarioPlayerNameMilitia3"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 5
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia4"
    inGameName "IDSScenarioPlayerNameMilitia4"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 6
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia5"
    inGameName "IDSScenarioPlayerNameMilitia5"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 7
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia6"
    inGameName "IDSScenarioPlayerNameMilitia6"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 8
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia7"
    inGameName "IDSScenarioPlayerNameMilitia7"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 9
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia8"
    inGameName "IDSScenarioPlayerNameMilitia8"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 10
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia9"
    inGameName "IDSScenarioPlayerNameMilitia9"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 11
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia10"
    inGameName "IDSScenarioPlayerNameMilitia10"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 12
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia11"
    inGameName "IDSScenarioPlayerNameMilitia11"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 13
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia12"
    inGameName "IDSScenarioPlayerNameMilitia12"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 14
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia13"
    inGameName "IDSScenarioPlayerNameMilitia13"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 15
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia14"
    inGameName "IDSScenarioPlayerNameMilitia14"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 16
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia15"
    inGameName "IDSScenarioPlayerNameMilitia15"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 17
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia16"
    inGameName "IDSScenarioPlayerNameMilitia16"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 18
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia17"
    inGameName "IDSScenarioPlayerNameMilitia17"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 19
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia18"
    inGameName "IDSScenarioPlayerNameMilitia18"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 20
    pictureGroup "NPC"
    pictureIndex 2
player
    designName "Militia19"
    inGameName "IDSScenarioPlayerNameMilitia19"
    overrideRaceName "Tech"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE
    themeGroup "NPC"
    themeIndex 21
    pictureGroup "NPC"
    pictureIndex 2

Reply #4 Top

lol its easier than it seems, just REALLY time consuming since you got to customize EVERYTHING you want. this is mainly why mods like "7 deadly sins" takes so long to create and balance.

Reply #5 Top

BTW since you're coder!

I'm designing a 'accumulator ship' for the Nephil. The principle is simply that the ship absorbs all the damage taken then releases it in a gigantic explosion. Damage will depend on the amount he would have decided to 'take in'

In other words lets make an exemple of this Accumulator in battle agaisnt a cap ship. Lets say it has 1000 hull total!

Battle starts, cap ships inflicts about 250 hp! So my hull is now 750. well. the ability I want, is to multiply the amount of health lost by a certain factor. x2 to start and upgradeable through technology!

 

The equation would be (Total hull - Current hull) x 2 = damage taken on a single target!

That possible?

The ability would have a cooldown and could be countered by the fact that, even though the multiplier is strong, destroying the ship before the ability is activated (ship will have low health) will result in the ship simply dying...waste of resources!

 

good, bad idea! Comments?

 

Reply #6 Top

lol not possible to my knowledge. as far as questions go, please PM me, not leave them here, i want this as a tutorial page with little to no coments since there will be tutorials in the comments section. Feel free to point out mistakes tho.. eventualy when the entire tihing is down it might be put in the opening.

Reply #7 Top

Squads

TXT
entityType "Squad"
defaultAutoAttackRange "GravityWell" <--- default auto atack when a squad is built
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE  <--- all craft in the squad atack the same target
hudIcon "HUDICON_SQUADPHASECOMBAT" <--- hud icon pic for the squad
smallHudIcon "HUDICONSMALL_SQUADPHASECOMBAT" <--- smaller hud icon
infoCardIcon "INFOCARDICON_SQUADPHASECOMBAT" <--- icon that shows up on the pop up info card in game
fighterEntityDef "FighterPhaseCombat"  <--- .entity of the fighters this squad consist of
fighterIllusionEntityDef "" <--- the advent have a ability to create illusion fighters, i believe thats this is the .entity for the illusion
scuttleTime 12.000000 <--- ammount of time it takes to destroy this squad yourself.
fighterConstructionTime 24.000000 <--- ammount of time it takes to replace a destroyed fighter in the squad
decayWithoutOwnerRate 0.010000 <--- how fast they loose health once their parent ship/building dies
baseMaxNumFighters 4 <--- base number of fighters in the squad
role "Combat" <--- role, for fighters, its either combat or bomber
statCountType "SquadCombat"  <--- the name of the squad. either "squadCombat" or "SquadBomber"
mainViewIcon "MAINVIEWICON_SQUADPHASECOMBAT" <--- in game icon for it
picture "PICTURE_SQUADPHASECOMBAT" <--- picture when you zoom out to far
launchIcon "HUDICONLAUNCH_SQUADPHASECOMBAT" 
dockIcon "HUDICONDOCK_SQUADPHASECOMBAT"
nameStringID "IDS_SQUADPHASECOMBAT_NAME" <--- Reference to the name of this squad in the english.str (string) file--- reference

descriptionStringID "IDS_SQUADPHASECOMBAT_DESC" <
--- Refers to the desctiption in the string file.
NumSoundsFor:ONATTACKORDERISSUED 3 <--- cycle of sounds when the squad is given an order to atack something
SoundID "SQUAD_PHASECOMBAT_ONATTACKORDERISSUED_0"
SoundID "SQUAD_PHASECOMBAT_ONATTACKORDERISSUED_1"
SoundID "SQUAD_PHASECOMBAT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 3 <--- cycle of sounds when the squad is given a non atack order
SoundID "SQUAD_PHASECOMBAT_ONGENERALORDERISSUED_0"
SoundID "SQUAD_PHASECOMBAT_ONGENERALORDERISSUED_1"
SoundID "SQUAD_PHASECOMBAT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3 <--- cycle of sounds when squad is selected.
SoundID "SQUAD_PHASECOMBAT_ONSELECTED_0"
SoundID "SQUAD_PHASECOMBAT_ONSELECTED_1"
SoundID "SQUAD_PHASECOMBAT_ONSELECTED_2"

NumSoundsFor:ONSTARTPHASEJUMPo

minShadow 0.000000 <--- dont need to touch.

maxShadow 0.000000

 

Fighters

TXT
entityType "Fighter" <--- roll, fighter or bomber
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
numRandomDebrisLarge 0
numRandomDebrisSmall 0
numSpecificDebris 0
armorType "Light"  <--- type of armor
hudIcon "HUDICON_SQUADPHASEBOMBER"
smallHudIcon "HUDICONSMALL_SQUADPHASEBOMBER"
infoCardIcon "INFOCARDICON_SQUADPHASEBOMBER  <--- pics for the info card/hud"

minZoomDistanceMult 5.000000
nameStringID "IDS_FIGHTERPHASEBOMBER_NAME"
counterDescriptionStringID "IDS_COUNTERDESC_FIGHTER_BOMBER" <--- reference to the name/dec strings

statCountType "FighterBomber"
mass 150.000000 <--- not really sure what mass does, didnt affest anything i ever tried with it.
maxAccelerationLinear 200.000000
maxAccelerationStrafe 100.000000
maxDecelerationLinear 1000.000000 <--- speed and acceleration as well as turning
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2000.000000

NumWeapons 1  <--- number of weapons, all the fighter meshes only have 1 atack hardpoint.
Weapon
    WeaponType "Missile" <--- type of weapon, ill have a list of these later on.
    damageEnums
        AttackType "ANTIVERYHEAVY" <--- type of atack, will post a list later on.
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL" <--- most common type of damage affect, altho you can set it to only affect shields of hull if i remember corectly.
        DamageApplyType "BACKLOADED" <--- havent touched this before so im not sure what it does
        DamageType "PHYSICAL" <--- what kind of damage, there are a few, will be listed later on.
        WeaponClassType "PHASEMISSILE" <--- the class of a weapon, there are several types, will list later
    DamagePerBank:FRONT 76.900002
    DamagePerBank:BACK 0.000000  <--- damage, meches have certian points that they use, this is where what fires where
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000

    Range 2400.000000
    PreBuffCooldownTime 13.500000 <--- time it takes yo shoot a second missile or group of missiles.
    CanFireAtFighter TRUE <-- can this weapon hit a fighter
    SynchronizedTargeting FALSE <--- if memory serves corectly, determines if the target will atack at the same target as the other ships
    PointStaggerDelay 0.300000 <--- cant remember what this does exactly, but it dies affect damage per second
    TravelSpeed 1000.000000 <--- speed of the weapon
    Duration 0.000000 <--- how long the weapon last before it fades/dies
    WeaponEffects
        weaponType "Missile" <--- Type of weapon
        burstCount 1 <--- number of shots fired at any 1 instance
        burstDelay 0.000000 <--- time in between each shot in a burst
        muzzleEffectName "Weapon_PhaseSupportMissileMedium_Muzzle" <--- the muzzle effect of a weapon (what it looks like when it fires)
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE" <--- this is the sounds the weapon amkes when fired
            sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE_ALT1"
        hitEffectName "Weapon_PhaseSupportMissileMedium_Hit" <--- sound the weapon makes when it hits something
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
        hitShieldsEffectSounds <--- sound when weapon hits shields
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
        missileTravelEffectName "Weapon_PhaseSupportMissileMedium_Travel" <--- the look of the weapon while flying to the target.
        missileStartTurningDistance 10.000000 <--- how far away from the taarget the weapon starts to turn (for missiles only)
        missileSlowTurnRate 3.141593 <--- slowest rate of turn for the missile
        missileMaxSlowTurnTime 1.000000
m_weaponIndexForRange 0
meshName "SupportShip_PhaseBomber" <--- name of the .mesh file (changes the look of t he fighter)
exhaustParticleSystemName "ExhaustSmall" <--- the look of the engine of the fighter
ExplosionName "Fighter0" <--- name of the explosion effects
exhaustTrailTextureName "ExhaustTrail"  <--- name of that long trail efects that you see in fighters :p
exhaustTrailWidth 12.000000 <--- how wide the trail is
engineSoundID "ENGINE_PHASESUPPORTSHIP"
maxHullPoints 140.000000  <--- hull points of the fighter
hullPointRestoreRate 0.500000 <--- how fast the fighter repairs itself
armorPoints 5.000000 <--- armor points
maxMitigation 0.6
experiencePointsForDestroying 16.500000 <--- exp for killing
minShadow 0.200000
maxShadow 0.500000

Reply #8 Top

Capital ships

TXT
entityType "CapitalShip"
ability:0 "AbilityGaussBlast"
ability:1 "AbilityFlakBurst"  <--- diffrent abilitys, max of 4.
ability:2 "AbilityAdaptiveShield"
ability:3 "AbilityLastStand"

defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE <--- i believe this is focus fire on all the ships weapons
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 43.000000
basePopulationKilled 1.700000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 12.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
    weaponType "Projectile"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound "WEAPON_TECH_PLANETBOMB_MUZZLE"
    hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    hitShieldsEffectSounds
        soundCount 3
        sound "EXPLOSION_SUB4"
        sound "EXPLOSION_SUB4_ALT1"
        sound "EXPLOSION_SUB4_ALT2"
    projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"
mainViewIcon "MAINVIEWICON_CAPITALSHIP_TECHBATTLESHIP"
basePrice
    credits 3000.000000
    metal 400.000000  <---- cost of the ship, in ship crew, build time,
    crystal 250.000000
slotCount 50.000000
BuildTime 75.000000

MaxHullPoints
    StartValue 3000.000000
    ValueIncreasePerLevel 120.000000
MaxShieldPoints
    StartValue 1250.000000
    ValueIncreasePerLevel 135.000000
HullPointRestoreRate
    StartValue 1.500000
    ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
    StartValue 3.000000
    ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
    StartValue 5.000000
    ValueIncreasePerLevel 0.450000
maxMitigation
    StartValue 0.65
    ValueIncreasePerLevel 0.01111
MaxAntiMatter
    StartValue 225.000000
    ValueIncreasePerLevel 20.000000
AntiMatterRestoreRate
    StartValue 0.750000
    ValueIncreasePerLevel 0.080000
CultureProtectRate
    StartValue 0.300000
    ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_NAME"  <--- reference to the name/dec in the strings file
DescriptionStringID "IDS_CAPITALSHIP_TECHBATTLESHIP_DESCRIPTION"

picture "CAPITALSHIPPICTURE_TECHBATTLESHIP"
Prerequisites  <--- ship pre requirements to build
    NumResearchPrerequisites 0 

roleType "Invalid"
statCountType "CapitalShipBattleship"
numRandomDebrisLarge 6
numRandomDebrisSmall 12 <--- debris for this ship, some cap ships have specific debris
numSpecificDebris 0

armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_TECHBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_TECHBATTLESHIP" <--- hud/info card pics
infoCardIcon "INFOCARDICON_CAPITALSHIP_TECHBATTLESHIP"

minZoomDistanceMult 1.250000
NumWeapons 3  <--- cap ships can have a max of 3 weps
Weapon
    WeaponType "Beam"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "BEAM"
    DamagePerBank:FRONT 126.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 14.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.250000
    TravelSpeed 0.000000
    Duration 4.000000
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
        beamGlowTextureName "TechCapitalBeam_Glow"
        beamCoreTextureName "TechCapitalBeam_Core"
        beamWidth 35.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 3.000000
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 27.000000
    DamagePerBank:BACK 49.500000
    DamagePerBank:LEFT 49.500000
    DamagePerBank:RIGHT 27.000000
    Range 5000.000000
    PreBuffCooldownTime 4.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 1.000000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 15
        burstDelay 0.060000
        muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.770000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 45.375000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.900000
    TravelSpeed 2000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalLaserHeavy_Travel"
m_weaponIndexForRange 0
mass 10000.000000
ShieldMeshName "Shield_TechBattleship"  <--- look of the shield for the ship
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 525.000000
squadTypeEntityDef:0 "SquadTechCombat"   <--- the squads that this ship can build, can only be two but you can modify them
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadTechBomber" <---- the blue is the .entity of the squad
squadAntiMatterCost:1 0.000000 <--- the anti matter required to build a single fighter in a squad

NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_TECHBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshName "CapitalShip_TechBattleship"  <--- The modle of the cap ship
ExhaustParticleSystemName "Exhaust_TechBattleship"  <-- Exhause of the cap ship (there is no trail)
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 0.600000  <--- how many squad this ship can hold at the start (lvl1) and how many it gains as it levels
    ValueIncreasePerLevel 0.200000

weaponCooldownDecreasePerc
    StartValue 0.000000   <--- the wepon cooldown per level
    ValueIncreasePerLevel 0.030000

weaponDamageIncreasePerc
    StartValue 0.000000  <--- the amount of bonus damage the ships weapons gain as it levels.
    ValueIncreasePerLevel 0.050000

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
formationRank 0 <--- its placement in a formation
minShadow 0.000000
maxShadow 1.000000

Reply #9 Top

Hey St. Colbalt,

Do you know what I have to edit so my new portraits show up in the game setup menu (where it shows a small portrait next to the race name) and the portraits that appear in-game in the little box on the bottom of the screen? The answer has eluded me for some time now...