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Hull Specific Components
I wish to mod a component that can only be used in a specific hull size, how i do it? Using mounts? How? There is any way to do it without using mounts?
What i wish to add are 2 components named "Commercial Charter" and "Civilian Charter", they would be 0 resources and 0 tonnage components that would reduce maintenance costs of ships, but the first could only be used in ships 2 sizes smaller than current ship sizes and the second only in ships with 4 sizes smaller than current tech. The Commercial Charter would reduce maintenance in half, and the Civilian Charter to a fourth of normal, and obviously you can have only one of the component in each ship... Any ideas in how i can mos easily to this? thanks |
Re: Hull Specific Components
If its a component, then mounts are the best way to go.
1. you make the component a specific size say 10000kt 2. You make the ship hull your using a specific size say Light Cruiser Hull at 501kt 3. You make a mount that has only the Family number of the component above, reduces the size of the component := 1 (As in 1% or 100kt (play with the size to get the desired component size), and set the Min Max setting for the hull size to the size of your hull, 501kt. You can look in the Adamant Mod, the STM mod, Carrier Battles Mod and many others for good examples of Component mount scaling. |
Re: Hull Specific Components
A sample of what AT just said, making colony module only fit on colony hull. I made it take only 30 kT, but at 3000 kT, no ship can mount it normally.
(ignore the whole natives thing) Make sure to use a dummy ability to supply a tag explaining the need for a scale mount, as shown here. It helps to alleviate a little bit of confusion. Name := Rock Colony - Rock Natives Description := Materials needed to start a colony on a rock planet. Pic Num := 54 Tonnage Space Taken := 3000 Tonnage Structure := 200 Cost Minerals := 4000 Cost Organics := 4000 Cost Radioactives := 4000 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := None General Group := Colonizing Family := 5001 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Rock Planet Colonization - Rock Natives Tech Level Req 1 := 1 Number of Abilities := 3 Ability 1 Type := Colonize Planet - Rock Ability 1 Descr := Can colonize a rock based planet. Ability 1 Val 1 := Ability 1 Val 2 := Ability 2 Type := Cargo Storage Ability 2 Descr := Provides 20kT worth of cargo space. Ability 2 Val 1 := 20 Ability 2 Val 2 := 0 Ability 3 Type := Star - Unstable Ability 3 Descr := Requires a scale mount to be used on colony ships. Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Weapon Type := None 330 kT happens to be a unique hull size in my mod, so I didn't need any 1s digit tonnage to force uniqueness. Name := Colony Ship Short Name := Colony Ship Description := Passengers of the Colony Ship venture forth to eke out a new settlement on uninhabited new worlds. Code := CL Primary Bitmap Name := ColonyShip Alternate Bitmap Name := ColonyShip Vehicle Type := Ship Tonnage := 330 Cost Minerals := 150 Cost Organics := 600 Cost Radioactives := 0 Engines Per Move := 18 Number of Tech Req := 2 Tech Area Req 1 := Fundamental Physics Tech Level Req 1 := 1 Tech Area Req 2 := Normal Race Tech Level Req 2 := 1 Number of Abilities := 2 Ability 1 Type := Combat To Hit Defense Minus Ability 1 Descr := Lack of maneuverability makes ship 20% easier to hit in combat. Ability 1 Val 1 := 20 Ability 1 Val 2 := 0 Ability 2 Type := Modified Maintenance Cost Ability 2 Descr := Base maintenance rate is 10%. Ability 2 Val 1 := -90 Ability 2 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 1 Requirement Min Crew Quarters := 1 Requirement Uses Engines := True Requirement Max Engines := 255 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 8 Requirement Pct Cargo := 0 In the mod, there are a bunch of different colony modules, such as hybrids and universal, so I have more than just 3 families listed. Long Name := Colony Mount Short Name := Colony Mount Description := Colony module used to colonize a new planet. Code := CM Cost Percent := 100 Tonnage Percent := 1 Tonnage Structure Percent := 100 Damage Percent := 100 Supply Percent := 100 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 330 Vehicle Size Maximum := 330 Comp Family Requirement := 5001,5002,5003,5004,5005,5006,5007 Weapon Type Requirement := None Number of Tech Req := 0 Vehicle Type := Ship |
Re: Hull Specific Components
Let me see if i understood, if i want to build a component called "Commercial Charter" that can only be built in Escort hulls after at least Destroyer hulls are discovered i can design the component to exist from the start of the tech tree but being too massive to install in any ship, then i create a mount called "Escort Commercial Charter" that only becomes available with the tech that brings destroyer hulls in use and reduces the component to a size that can be fitted in Escort Hulls...
Iīm building this on top of Devnull mod 1.8, so i will need to change the ship hulls in the mod to make them unique (adding 1 or 2 to the tonnage)... my only remaining doubt is if this tonnage changes to the hulls will affect the AI in any way, do you know? thanks |
Re: Hull Specific Components
You can have the COMPONENT tech reach at any point you want. Say you want the component to become available after you research Destoryers. You can do it one of two ways, 1, in the TechArea file you would do something like this:
Name := Special Component Group := Applied Science Description := Creation of special Escort component and mount. Maximum Level := 1 Level Cost := 500 Start Level := 1 Raise Level := 0 Racial Area := 0 Unique Area := 0 Can Be Removed := False Number of Tech Req := 0 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 2 Or 2, require Destroyer tech (Ship Construction 3 or 4 normally) for the component itself like this: Name := Special Component Description := For use with Escort Hull Pic Num := 1 Tonnage Space Taken := 4000 Tonnage Structure := 40 Cost Minerals := 200 Cost Organics := 0 Cost Radioactives := 70 Vehicle Type := Ship Supply Amount Used := 5 Restrictions := None General Group := Weapons Family := 2903 Roman Numeral := 7 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 3 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 1 Weapon Display Type := Beam Weapon Display := 1 Weapon Modifier := 0 Weapon Sound := apbeam.wav Weapon Family := 2903 When you achieve destoryer you also achieve this technology. |
Re: Hull Specific Components
Ok, i did some modding in the data files, canīt test it yet beacuse i donīt have SEIV in the computer that iīm now, but i always have my "current" data files in my pendrive...
I added the following component to components.txt: Name := Commercial Charter Description := Obsolete ship hulls can be sold to megacorporations and "rented" by the government, business practices reduce maintenance. Pic Num := 1239 Tonnage Space Taken := 1000 Tonnage Structure := 1 Cost Minerals := 1 Cost Organics := 1 Cost Radioactives := 1 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := None General Group := Miscelaneous Family := 8001 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 3 Number of Abilities := 1 Ability 1 Type := Modified Maintenance Costs Ability 1 Descr := Maintenance reduced to 50% of normal. Ability 1 Val 1 := -50 Ability 1 Val 2 := 0 Weapon Type := None Then i added the following mount: Long Name := Commercial Charter Short Name := Commercial Charter Description := Mount used to bring the Commercial Charter to reasonable size. Code := COM Cost Percent := 100 Tonnage Percent := 1 Tonnage Structure Percent := 100 Damage Percent := 100 Supply Percent := 100 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 150 Vehicle Size Maximum := 150 Comp Family Requirement := 8001 Number of Tech Req := 1 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 3 Vehicle Type := Ship Is this right? would these modifications allow me to retrofit my old Escort hulls to add a "Commercial Charter" component when i reach ship tech level 3? And the component would be scaled to use only 10 spaces and reduce maintenance by half? To make the same component appear at ship tech level 4 to be used in Frigate hulls i only need other mount changing the "vehicle size" variables and the tech requirements? I can hardly wait to get back home so i can test this... thanks |
Re: Hull Specific Components
Yes. Note that a 1000 kT comp can technically be used on Dreadnoughts and Baseships unmounted, though you can't do a whole lot with them.
For reference: In SE5, these restrictions no longer require mounts at all. You can just assign a dummy ability to the specific component, and make all hulls you shouldn't be able to use it on have a max count of 0 requirement for that ability. http://forum.shrapnelgames.com/images/smilies/wink.gif Quote:
This one restricting the AI from using the design on smaller ships will be ok: Size Minimum Tonnage := 400 Size Maximum Tonnage := 0 This one restricting the AI to using LC for the design will not be: Size Minimum Tonnage := 400 Size Maximum Tonnage := 400 This one restricting the max size ship of the design to LC will also not be ok: Size Minimum Tonnage := 0 Size Maximum Tonnage := 400 |
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