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Modding CompEnhancement.txt question
Is there any way to limit certain weapon mounts in the CompEnhancement.txt to certain weapon types. For example Gauss Weapon mounts for only Depleated uranium cannons.
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Re: Modding CompEnhancement.txt question
Yes, use the "Comp Family Requirement" restriction. Just put the family number for Depleted Uranium Cannons on that line and only that component family can use it.
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Re: Modding CompEnhancement.txt question
And that field accepts a list (separated by commas). So, for example, if you wanted to have the mount only apply to DUCs and Torpedos, it would look like this:
Comp Family Requirement := 2027, 2003 where 2027 is the family for DUC and 2003 is the family for Torpedos. |
Re: Modding CompEnhancement.txt question
Interesting guys thanks it helps with a little problem i was having to. (comma part that is)
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Re: Modding CompEnhancement.txt question
"Is there any way to limit certain weapon mounts in the CompEnhancement.txt to certain weapon types. For example Gauss Weapon mounts for only Depleated uranium cannons. "
Yep and its fun as heck, you can also use the family line for such things as robo-miners, engines, weapons of all types. Just check out the latest Version of the 'Deathstalker's Mound Mod', its up on Fyrons website. These were the 'new toys' added a bunch of patches ago: "NewOptions: (as of Patch 1.78) Shield Percent (Optional) Percentage modifier to the shields generated by this component. Vehicle Size Maximum (Optional) The maximum tonnage size the vehicle can have to allow this mount. Comp Family Requirement (Optional) A comma separated list of the component families which can use this mount. If this field is not present, then all families can use this mount. Number of Tech Req: (Optional) The number of Tech Requirements that are for this enhancement. The Tech requirement determines the technology level an empire must have before this enhancement becomes visible to be used in designs. Tech Area Req X: (Optional) For each of the Tech Requirements, this is the tech area of the requirement. The X is the number of the requirement. Allowable values for Tech Area Req: A name from the TechArea.txt file. Tech Level Req X: (Optional) For each of the Tech Requirements, this is the tech level in the given area that must be reached. The X is the number of the requirement. Allowable values for Tech Level Req: A value from 1 to the Maximum Level for this Tech Area as defined in the TechArea.txt file." Example of a Torp mount: Long Name := Mark IV Torpedo Launcher Short Name := MkIV Launcher Description := Highly advanced Torpedo Launcher, primary export of Sirus IV. +25% To Hit, +25% Damage. Code := MkIV Cost Percent := 150 Tonnage Percent := 125 Tonnage Structure Percent := 100 Damage Percent := 125 Supply Percent := 100 Range Modifier := 0 Weapon To Hit Modifier := 25 Vehicle Size Minimum := 300 Comp Family Requirement := 2003 Weapon Type Requirement := Direct Fire Vehicle Type := Any Number of Tech Req := 3 Tech Area Req 1 := Physics Tech Level Req 1 := 1 Tech Area Req 2 := Advanced Military Science Tech Level Req 2 := 1 Tech Area Req 3 := Torpedo Weapons Tech Level Req 3 := 3 Example of a fun http://forum.shrapnelgames.com/images/icons/icon10.gif mount: Long Name := Fighter Spinal Mount Short Name := Ftr Spinal Description := Fighter build around a weapon. (*3 damage, *3 size, +15% to hit. ) Code := SP Cost Percent := 300 Tonnage Percent := 300 Tonnage Structure Percent := 300 Damage Percent := 300 Supply Percent := 300 Range Modifier := 1 Weapon To Hit Modifier := 15 Vehicle Size Minimum := 5 Comp Family Requirement := 2501,2502,2503,2504,2509,2510,2511,2512,2513,2514, 2515 Weapon Type Requirement := Direct Fire Vehicle Type := Fighter Number of Tech Req := 4 Tech Area Req 1 := Physics Tech Level Req 1 := 2 Tech Area Req 2 := Advanced Military Science Tech Level Req 2 := 3 Tech Area Req 3 := Computers Tech Level Req 3 := 2 Tech Area Req 4 := Fighters Tech Level Req 4 := 3 and an Engine mount: Long Name := Military Engines Short Name := Military Engines Description := Military grade engines, smaller drive units and better efficiency. (1/2 size, 70% consumption, +75% Cost, +150% structure) Code := MIL Cost Percent := 170 Tonnage Percent := 50 Tonnage Structure Percent := 150 Damage Percent := 100 Supply Percent := 70 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 0 Comp Family Requirement := 9 Weapon Type Requirement := None Vehicle Type := Ship Number of Tech Req := 1 Tech Area Req 1 := Propulsion Tech Level Req 1 := 5 yep, I'm Mount Crazy.... http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Modding CompEnhancement.txt question
Cool! So I can make it so that only certain weapon types can use certain mounts. Is there any way to get the computer to select these mounts?
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Re: Modding CompEnhancement.txt question
Is there a way to limit 1 component per ship? No special abilities or anything, just a weapon, i dont want more than 1 on a ship
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Re: Modding CompEnhancement.txt question
Atommaj, the AI will always use the Last mount in the file that is available to be used for that component.
Chin, yes. You can set limits to how many of a component can be placed on a ship with the Restrictions line. Set it to One Per Vehicle and you can only place one of those on the ship. You can go up to Ten Per Vehicle. |
Re: Modding CompEnhancement.txt question
sweet, thanks dude
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Re: Modding CompEnhancement.txt question
"Cool! So I can make it so that only certain weapon types can use certain mounts. Is there any way to get the computer to select these mounts? "
Yes, Fyron is right, the AI will use the Last mount in the listing. But this also means you can get creative to 'force' the AI to use certain mounts. Ways to do this are multiple listings of mounts (ie, you have 3 engine mounts but want the AI to use a specific one all the time, just simply list another identical mount at the end of the file with an 'AI only' txt tag...) and the use of the min/max tonnage settings. I've got my mount modd set for destroyers to use Extended Range mounts, Cruisers to use Pulsed Mounts, all AI ships to use Military Engine Mounts (except crystalline or organic races which use their own engine mounts which can be implemented by the use of the tech required fields...) and all ships use the shield mounts according to class except the crystalline races which have thier own shield mounts. AI units will also use shield mounts for fighters and high density armor mounts for the troops as well. any other questions..... http://forum.shrapnelgames.com/images/icons/icon10.gif (oh, and here is a freebee, mounts cannot affect the seeker of the missile weapon....ie, no extra damage etc....but they can affect the size/cost/supplies etc of the launcher....range can be changed for the firing of the seeker {when it is actually fired} but not the actual range of the seeker itself, ie, you can set it to fire when the range is down to 5 but if the range of the actual seeker is 12 it will still go to 12, eliminates the 'missile dance'...) |
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