Weapons Mod

I am new (obviously) and so I apologized if I asked silly questions...

Can someone tell me the right 'way' to do weapons mod.

IN GCII I was able to create custom weapons.  I was also also to add custom weapons directly into the the game if I don't want to put it in the 'mod' folder.

In GCIII I am having a tough time find the right XML file to play with modding weapons, or planet...  I think about the the only thing I know how to do is to add custom factions :)

 

9,254 views 6 replies
Reply #1 Top

There's no separate file for weapons, the file for all ship components is ShipComponentDefs.xml in the data/game folder. In practice it's pretty easy to add new weapons, just copy over the ShipComponentDefs.xml file to your mod, rename it, then clean it out for everything except the top bit:

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<ShipComponentList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/ShipComponentDefs.xsd">
<!-- Created with the Gal Civ 3 Editor -->
<!-- ShipComponentDefs.xml -->

After that you can start to put in your own weapons, just follow the syntax of the data schema. :)

Like this:

<ShipComponent>
    <InternalName>PrototypeEleriumWeapon</InternalName>
    <DisplayName>PrototypeEleriumWeapon_Name</DisplayName>
    <Description>PrototypeEleriumWeapon_Dec</Description>
    <ArtDefine>WeaponModel_30</ArtDefine>
    <Category>Weapons</Category>
    <Type>BeamWeaponEnhanced</Type>
    <PlacementType>Weapon</PlacementType>
    <WeaponFX>
     <EmissionFX>BeamPhasor_Emission</EmissionFX>
     <ProjectionFX>BeamPhasor</ProjectionFX>
     <HitFX>BeamPhasor_Hit</HitFX>
     <DeflectionFX>BeamPhasor_Deflection</DeflectionFX>
    </WeaponFX>
    <Stats>
      <EffectType>Threat</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Stats>
      <EffectType>BeamManufacturingCost</EffectType>
      <Scope>Queue</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>18</Value>
    </Stats>
    <Stats>
      <EffectType>BeamMass</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>12</Value>
    </Stats>
    <Stats>
      <EffectType>BeamWeapon</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Stats>
      <EffectType>BeamAttack</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>16</Value>
    </Stats>
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.25</Value>
    </Stats>
    <Stats>
      <EffectType>EleriumCost</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Prerequ>
      <Techs>
        <Option>WeaponsSystemsTech</Option>
      </Techs>
    </Prerequ>
  </ShipComponent>
 

Do note that you need to give things a unique internal name.

Reply #3 Top

Quoting macrossVFX222, reply 2

Cool thanks a million

No problem buddy. :)

Reply #4 Top

Now share your cool new weapon designs!

Reply #5 Top

I am still working on my ships...  but once I start working on new weapons I will definitely post them.  thank you all of you for your help

 

Reply #6 Top

I'm curious if there is a way to limit weapons to hull size, and to add modifiers like damage or accuracy depending on the target.

Like, a medium hull railgun that does -25% damage to large hulls, and -50% to huge, while 100% more vs small and tiny. I guess the modifiers wouldn't matter so long as you can limit them to hull size.