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Changes concerning modding in Entrenchment

Changes concerning modding in Entrenchment

So modding and hardcodes has been a rather hot issue recently, and I figured why not start a thread to detail all the modding-related changes Entrenchment can bring. Anyone's welcome to add to the list as you notice things.

What I noticed:

- The new cap for number of squadrons on carriers is now 4.

- Ships can now have 5 abilities. Capitals still have the upgrade button on the UI that covers up the slot, but all the other ships are fair game.

- Research can change ship/building mesh appearance. Each entity file now has a listing of its mesh stages and what triggers them. Ships/turrets can use RESEARCHSUBJECTs, and Starbase entities can use their own upgrade triggers.

- Weapons can now be tied to research for unlocking purposes. For example you can have a ship with 2 weapons, but until you research a specific tech only one weapon can fire.

200,674 views 88 replies
Reply #26 Top

No problem. A lucky guess!

Reply #27 Top

Exactly how that thread says it. Convertdata now takes an extra parameter at the end (txt or bin) depending on what you want to convert to. :)

Reply #28 Top

Here's how mesh changes for starbase upgrades are done:

MeshNameInfoCount 6
MeshNameInfo
    meshName "StarBaseTech"
    criteriaType "None"
MeshNameInfo
    meshName "StarBaseTech-Trade"
    criteriaType "StarBaseUpgradeLevel"
    levelRequirements
        levelRequirementCount 1
        levelRequirement
            upgradePropertyType "TradePortMeshLevel"
            upgradeLevel 1
MeshNameInfo
    meshName "StarBaseTech-Weapon1"
    criteriaType "StarBaseUpgradeLevel"
    levelRequirements
        levelRequirementCount 1
        levelRequirement
            upgradePropertyType "WeaponUpgradeLevel"
            upgradeLevel 1
MeshNameInfo
    meshName "StarBaseTech-TradeWeapon1"
    criteriaType "StarBaseUpgradeLevel"
    levelRequirements
        levelRequirementCount 2
        levelRequirement
            upgradePropertyType "TradePortMeshLevel"
            upgradeLevel 1
        levelRequirement
            upgradePropertyType "WeaponUpgradeLevel"
            upgradeLevel 1
MeshNameInfo
    meshName "StarBaseTech-Weapon2"
    criteriaType "StarBaseUpgradeLevel"
    levelRequirements
        levelRequirementCount 1
        levelRequirement
            upgradePropertyType "WeaponUpgradeLevel"
            upgradeLevel 2
MeshNameInfo
    meshName "StarBaseTech-TradeWeapon2"
    criteriaType "StarBaseUpgradeLevel"
    levelRequirements
        levelRequirementCount 2
        levelRequirement
            upgradePropertyType "TradePortMeshLevel"
            upgradeLevel 1
        levelRequirement
            upgradePropertyType "WeaponUpgradeLevel"
            upgradeLevel 2

 

And for Gauss turrets:

MeshNameInfoCount 4
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefense"
    criteriaType "None"
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseMissiles"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
            Level 1
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseRailGun"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
            Level 1
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseMissilesAndRailGun"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 2
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
            Level 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
            Level 1

 

----

All building entities now have the "MeshNameInfoCount" field, so in theory any building can be made to change meshes after research.

Reply #29 Top

Also confirmed - Ships can have 5 abilities and 4 strikecraft squads:

squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 90.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 150.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000

and

ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""

Reply #30 Top

Hope the devs releae that capability for non-Entrenchment users.

Reply #31 Top

HOLY shit awesome! 4 strikecrafts, 5 avbility slots and customisable vessels.....CHRISTMAS IS HERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Reply #32 Top

customisable vessels

Well, buildings :P I actually forgot to check if ships had this, but I doubt it since they don't change.

Reply #33 Top

Quoting Annatar11, reply 7

customisable vessels
Well, buildings I actually forgot to check if ships had this, but I doubt it since they don't change.

 

Damn it.  I so wanted to be able to upgrade my ships.

Reply #34 Top

I didn't get a chance to convertdata last night before bed. What are starbases classified as, buildings or ships or are they a completely new entity?

 

More importantly, will we be able to make them ship like (being able to move AND phase jump)?

 

Lots of possibilities opened up with this expansion!

Reply #35 Top

I didn't get a chance to convertdata last night before bed. What are starbases classified as, buildings or ships or are they a completely new entity?

They have their own entity type. The Vasari one can move so others should be able to, but I don't know about jumping.

One more thing I forgot to add - it looks like you can make weapons unlock through research. I don't have the files here at work, but Starbases and I'm pretty sure the Gauss turrets list their main weapon as "canAlwaysFire", and other weapons that require prereqs to unlock.

I think this change should not be specific to any entity type but to the way weapons are set up as a whole, so in theory this should allow you to research/unlock weapons on ships as well. Another opened door :)

Reply #36 Top

I haven't tried jumping as I honestly don't want that, but giving movement to the TEC Argonev starbase overwrites the frigate/cruiser build icons.

 

:fox:

Reply #37 Top

That's somewhat.. odd?

Reply #38 Top

The only reason I want them to jump is because I'll be creating a Faction that builds everything from mother ships. Mobile factories that are ginormous capital ships. The star bases just seem perfect for that if they can jump.

In vanilla entrenchment (lol) I definitely want starbases to remain stationary. No doot aboot it.

Reply #39 Top

Now if the modders can make the ships change then that is simply... :w00t: k6 :dur:

It would also be interesting to see if you could add unlockable defenses for other buildings for simple defense (i.e. give the trade ports autocannons with 5 damage)!!  Even more defense and entrenchment.

 

"say hello to my little friend..."

 

Reply #40 Top

Quoting Annatar11, reply 7

customisable vessels


Well, buildings I actually forgot to check if ships had this, but I doubt it since they don't change.

I think they can. The Vasari starbase builder is their colony ship, and when you research the ability to build starbases, a pair of "claws" gets added to the ship.

Reply #41 Top

No, the starbases/turrets themselves change appearance :) For example the freshly built Argonev base has no beam turrets on it. When you do the first weapons upgrade, the turrets appear. Same deal with the Gauss turret. At first it looks like the same old turret, but once you do the Meson laser research, it appears on the model ;)

Reply #42 Top

I think they can. The Vasari starbase builder is their colony ship, and when you research the ability to build starbases, a pair of "claws" gets added to the ship.

Good point!

To anyone who has access to the files, just open up any ship and see if has this line: MeshNameInfoCount 1

If it does, that means ships can be done this way, too.

Reply #43 Top

Your right annatar!  As always...

 

I have edited my original post to reflect another modding potential.

Reply #44 Top

It would also be interesting to see if you could add unlockable defenses for other buildings for simple defense (i.e. give the trade ports autocannons with 5 damage)!! Even more defense and entrenchment.

In theory, yes, it looks like the files are set up to allow it.

Reply #45 Top

We were talking about that in another thread for my mod Annatar, remember? I wanted to make trade ships have no weapons, then have a research that gives them guns.  If you're assumptions are right, that would make things much slicker!

Reply #46 Top

Yup. And I just got home and checked - ships CAN indeed change mesh the same way as the buildings :)

Reply #47 Top

Good. Now figure out how to fix the non moving Tec StarBase! HAHAh

 

Annatar, You're our only hope.

Reply #48 Top

Annatar, You're our only hope.

I expect a large bag filled with [non-fake] dollars on my doorstep in the morning before I start.

Reply #49 Top

Will my  <3   suffice? I'm afraid if you give me your address you might just end up with a "codder" on your doorstep in a stork bag.

 

LOL!

Reply #50 Top

LOOOL! and a second bag on its way but lost in translation since I sneased on the conveyor belt and accidentily fell down the wrong shoot! :(