[Mod] Commander Mod

Nexus link to Mod

Installation: Drop in mygames, GC3Crusade, Mods I thought it was silly that a command ship had all that hit points and no weapons to back it up.  I also found it unrealistic that by just adding a command ship it magically adds hp across the fleet. I found it more realistic that a ship would buff in other ways such as below. 

 

1) So what I did is nerf the hp for the basic command ship only (and removed hp fleet buff) but gave it 15% base defense (with fleet buff) to all weps, an additional 2% per lvl and 1 hp per lvl instead of the vanilla 1% per lvl. The command ship now also has a 1 beam attack, which I thought was reasonable especaially if you use other mods that will boost it (somthing like sexy anomoly mod).

2) I also did'nt care for the Martyr upgrade so I completely changed it to the "Peacekeeper". This is a Command Carrier which features 4 assault fighters / jamming, and a couple other features. I tried not to make it op so feedback is welcome.

p.s. If you want to check it out without a cost to see it faster just swap the files that say for test in bold

15,859 views 11 replies
Reply #1 Top

Can you figure how to make the commander start in back instead of being out front?

Reply #2 Top

Quoting a0152570, reply 1

Can you figure how to make the commander start in back instead of being out front?

Have not looked at the bai and probably wont touch that.

Reply #3 Top

     I definitely agree that the Command Ships should have weapons and such.  I'm also disappointed that they don't seem to be upgradable (other than via Promotion; but I wasn't thrilled with how that works either.

     Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions.  That won't quite work for me.  I think each faction should have its own distinct set of commanders.

     So, any suggestion(s) on how one might set that up?

SK

Reply #4 Top

Quoting Stohrm, reply 3

Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions. That won't quite work for me. I think each faction should have its own distinct set of commanders.

So, any suggestion(s) on how one might set that up?

You have to design a commander for every faction in your CommanderStaticBlueprintDefs.xml. Than you have to edit these ships in the ShipClassDefs.xml for each faction, pointing to the static blueprint you made for the faction. Game should use the new static blueprints for the faction commander ships. Btw, the same should work for the AwardShips if you want to make them unique for each faction.

Reply #5 Top

You can also use the prerequisite >Race xml programing lines .  Havent tried it but it should work. See improvements.xml for examples of how it works

Reply #6 Top

I don't think the prerequisite line is allowed on ship files. But didn't tried yet.

Reply #7 Top

Quoting Nimrod13, reply 4

Btw, the same should work for the AwardShips if you want to make them unique for each faction.

Award ships do not use static blueprints. They use normal blueprints.

Ship components can have prereq's/preclusions, or atleast the schema is linked to the table.

Reply #8 Top

Quoting Horemvore, reply 7

Award ships do not use static blueprints. They use normal blueprints.

Ship components can have prereq's/preclusions, or atleast the schema is linked to the table.

You are right. I ment the same way you can have uniqe award ships. Of course you need to design the blueprints in the ShipBlueprintDefs.xml for the award ships. Thanks for the clarification.

Prereqe is working on ship components. I use them for unique equipment. Also works on planetary improvements and starbase modules. With the new techtree you can do a lot of customization on your factions.

Reply #9 Top

Quoting a0152570, reply 1

Can you figure how to make the commander start in back instead of being out front?

You change the ship role on the blueprint... if you can find the blueprint.  I looked completely through shipblueprintdefs.xml and did not see it.  No patience to search through the static list tonight, sorry.

Upgrading, guardian, capital, support/ starbase start farthest back, in that order, in vanilla.

Reply #10 Top

Quoting Go4Celerity, reply 9


Quoting a0152570,

Can you figure how to make the commander start in back instead of being out front?



You change the ship role on the blueprint... if you can find the blueprint.  I looked completely through shipblueprintdefs.xml and did not see it.  No patience to search through the static list tonight, sorry.

Upgrading, guardian, capital, support/ starbase start farthest back, in that order, in vanilla.

Commander blueprint is in CommanderStaticBlueprintDefs.xml. the game considers it a capital ship  It is already assigned a support role but because it is a "medium" hull the game considers it a capitL ship which usurps the support assignment

Reply #11 Top

Quoting Stohrm, reply 3

     I definitely agree that the Command Ships should have weapons and such.  I'm also disappointed that they don't seem to be upgradable (other than via Promotion; but I wasn't thrilled with how that works either.

     Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions.  That won't quite work for me.  I think each faction should have its own distinct set of commanders.

     So, any suggestion(s) on how one might set that up?

SK

I quit trying to add features to this since the AI doesn't appear to even use commanders and to me its just an unfair advantage that I prefer not to gimp or waste my time to mod out features of the game that give human an advantage. I check for patch notes so hopefully its been fixed, but have yet to see any change on it yet.

Little frustrated with Stardock but at the same time glad they made Crusades the way they did and patiently waiting for all the bugs to get fixed.