Ship Transformation Anomaly possible?
Hi,
is it possible to mod an anomaly which transforms the encountering survey ship to another ship type (e.g. an colony ship)?
Thanks
BG
Hi,
is it possible to mod an anomaly which transforms the encountering survey ship to another ship type (e.g. an colony ship)?
Thanks
BG
While I don't know if its possible to get an anomaly to change a ship from one type to another, I would find it very inconvenient. More so if the affected ship was a merc survey ship, or something I paid resources to build.
I do recall that it was possible to spawn ships by surveying an anomaly, but I don't think any of the anomalies do that any more, so it might be hard to find an example.
Yeah, but what did you say if your Merc Survey ship is converted into a much more powerful Survey ship, or an huge Supercarrier? Also with some luck it is only an tiny Scout ship anymore.
It is no problem to mod an anomaly which award an new ship of an designated class and type. But now i need to remove the Survey ship itself like an colony ship wich settle down on a planet.
Thanks!
We figured it out! There are two possible ways to change a ship by an anomaly encounter:
Modify your own ModdedAnomalyDefs.xml and ModdedAnomalyDefText.xml:
1) ChangeShip Action:
<Anomaly>
<InternalName>NameOfAnomaly</InternalName>
<DisplayName>NameOfAnomaly_Name</DisplayName>
<Description>NameOfAnomaly_Dec</Description>
<ArtDefine>PrecursorAnomalyArt</ArtDefine>
<Weight>25</Weight>
<EncounterChance>100</EncounterChance>
<EncounterTriggers>
<OnEvent>OnCollideAtAnomaly</OnEvent>
<Target>
<TargetType>Fleet</TargetType>
</Target>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>BattleEncounter</Action>
<StringParam>PrecursorEncounter</StringParam>
</PerformAction>
</EncounterTriggers>
<OnEvent>OnArriveAtAnomaly</OnEvent>
<Target>
<TargetType>Ship</TargetType>
<TriggerGroupTargetType>AllShipsInFleet</TriggerGroupTargetType>
</Target>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>ChangeShip</Action>
<StringParam>NameOfShipClassStaticBlueprint</StringParam>
</PerformAction>
</Triggers>
</Anomaly>
2) DestroyObject Action + AwardShipOfClass Action:
<Anomaly>
<InternalName>NameOfAnomaly</InternalName>
<DisplayName>NameOfAnomaly_Name</DisplayName>
<Description>NameOfAnomaly_Dec</Description>
<ArtDefine>PrecursorAnomalyArt</ArtDefine>
<Weight>25</Weight>
<EncounterChance>100</EncounterChance>
<EncounterTriggers>
<OnEvent>OnCollideAtAnomaly</OnEvent>
<Target>
<TargetType>Fleet</TargetType>
</Target>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>BattleEncounter</Action>
<StringParam>PrecursorEncounter</StringParam>
</PerformAction>
</EncounterTriggers>
<Triggers>
<OnEvent>OnArriveAtAnomaly</OnEvent>
<Target>
<TargetType>Fleet</TargetType>
</Target>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>AwardShipOfClass</Action>
<StringParam>NameOfShipClassStaticBlueprint</StringParam>
</PerformAction>
</Triggers>
<Triggers>
<OnEvent>OnArriveAtAnomaly</OnEvent>
<Target>
<TargetType>Ship</TargetType>
<TriggerGroupTargetType>AllShipsInFleet</TriggerGroupTargetType>
</Target>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>DestroyObject</Action>
</PerformAction>
</Triggers>
</Anomaly>
There seems to be no way to flip to an random class.
(Edit: This possible by the second way and the AwardRandomShip Action)
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