Wish for better defense possibilities in blueprints

Don't know whether this one was already requested, but anyway:

The main issue I have with defending my empire is the micromanagement problem that I often cannot use the game-created ship designs because they always use only "BestDefense" what is not adequate if an enemy attacks with weapons that don't match BestDefense. So I would like to see also designs with "BestArmour", "BestShield" and "BestPointDefense" so that I can choose what I like to build without always going into the ship designer, and that for every new tech level, because custom designs are not updated automatically.

At least give modders the ablility to create new blueprints with "BestArmour", "BestShield" and "BestPointDefense" if you don't want to change the game itself.

28,094 views 10 replies
Reply #1 Top

Take UCP_Combat out of my modpack.

+1 Loading…
Reply #2 Top

Quoting Horemvore, reply 1

Take UCP_Combat out of my modpack.

Downloaded. Seems quite extensive on first glace ;) Is that Retribution compatible?

Reply #3 Top

I tried the UCP_Combat mod for several hours now. While it looks quite promising (not played far enough to form a final opinion yet) I have a problem: There are new ship components like Fusion Accelerator that are not displayed in the Ship Designer, and when I try to alter or create a design and add one of these new components the game crashes.

Upon investigation I found that the graphics for those components are in UCP_Core. But adding UCP_Core as second mod makes the game crash on loading. If I only take the GFX folder out of UCP_Core and copy it into UCP_Combat nothing changes, the components are still invisible and cannot be put into a design without crashing.

In the debug.err I see error messages like this:

Debug Message:  CShipDesignSystem::AddComponentToObjGfxConfig: FAILED to get attached components from PlaceComponentOnShip
Debug Message:  PlaceComponentOnShip FAILED because the object gfx config: .objgfxcfg was not found

I assume that has something to do with the problem. I found .objgfxcfg files for all ship compontents and other stuff in the game directory in the Designs folder, but have no idea what to do now. I already made a mod myself with new improvements that have new graphics. For that to work I only had to put the graphics in my mod folder under Gfx\Improvements and it worked (at least pre-Retribution, haven't used the mod with Retribution installed yet), no need to care for obscure .objgfxcfg files that seem to be zip files with two empty folders ...

Does anyone know what the problem here is?

 

Reply #4 Top

I moved the missing gfx and xml files over , try this ------- > #Combat : Any Expac, tested with 3.6, does not contain stardocks recent changes to ship hulls.

+1 Loading…
Reply #5 Top

It seems to work now, thanks :)

Although I don't know what is the difference between you copying over the graphics or me doing the same ... ? Or did you change something else?

Reply #6 Top

I used my secret recipe for "Fix me up". :)

You probably did not move the Cosmetic Component xmls.

Reply #7 Top

Quoting Horemvore, reply 6

I used my secret recipe for "Fix me up". :)

You probably did not move the Cosmetic Component xmls.

No I didn't, since i didn't know that they are needed. Never modded ship parts. Anyway, thanks :)

Reply #8 Top

Hm, can it be that using UCP_Combat removes templates for Hypergate building ships? Or is it UCP_EXP1_Mercenaries (I used that also from that mod pack)?

I'm quite far into the game now and nobody builds hypergates. I can desing a Hypergate builder, but have no standard design.

Reply #9 Top

Its not designed for Retribution, but, from what I see in the Retribution files, all the new blueprints Append ShipBlueprintDefs.xml (EXP4_ShipBlueprintDefs) so there should not be an issue of missing blueprints.

Reply #10 Top

Tack this on the end of ComponentClassDefs.xml in the UCP_Combat\Game folder:-

    <ComponentClass>
        <UniqueID>HypergateModule</UniqueID>
        <PrimaryStatList>CanBuildHypergate</PrimaryStatList>
    </ComponentClass>

    <ComponentClass>
        <UniqueID>PlanetKillerModule</UniqueID>
        <PrimaryStatList>CanGenocidePlanet</PrimaryStatList>
    </ComponentClass>

Should fix any issue with Retribution.