Hi,
I am trying to see if i can find a way for one ship to create another. I have tried copying the frigatefactory and CapitalshipFactory entities to ships abilities and squad areas in an attempt to try it, but it just crashes.
Is this not possible now?
I thought if i could make a planet, or asteroid portable, then that might work, but nothing in the planet files looks even remotely like a moveable ship.
Anyway, just wanted to ask and see what the experienced modders have found out. Maybe its already done, and i just dont know how. haha, wouldn't be the first time. There is so much to learn. Unless i can create a new entity file? Does anyone know if that is possible? That might be the way to go, if i knew how to do that.
Originally i thought making the frigate and capitalship factories mobile would be the best way. And it still may be, but at present i cant get the factories out of the gravity well. I was hoping to make them able to take along with the fleet.
Nice thought, but right now, difficult as heck.
Thanks in advance for the help, take care,
-Teal
Thank you very much for the offer, im a newbie and still learning, haha, been at this modding thing for about 2 months now. And so far, just a lot of file tweaks for me. Some of the ppl here though do graphics and planets, and new models, haha, a ton of stuff. They could all work for IronClad and do this for a job. Thank you for the nice offer, but i dont know what i can ask your help with, and it wouldnt be fair to ask you for something i dont know how to do. But maybe something will occur to me that will sound fair and i will pm you. Thank you,
oh... p.s : Right now the game is over when the HomeWorld is lost, but perhaps that may change in an expansion, where if the HomeWorld is lost the remnants of the fleet could still go on and find another? At this point i dont know, but it sounds interesting. In that way, even Homeless Fleets could still go on. Oh.... haha, sorry, second p.s.: Maybe the devs could find a way to link maps? To say go from a small map, 14 worlds and one other opponent to say another map, 38 worlds and an additional two more players, for a total of 4 players in the new part of the new map? I mean without leaving the game and starting over, is what i mean. Sorry, im asking for the cake and eating it too, But it sounds fun. (As i have no idea about how probably very difficult it is. ) At this point my best bet is to learn my modding and give it a try myself. But that is a long learning curve.
Take care,
deleted, double post - sorry.
-T
... lol that explain why my cpu oponent always die so fast... i use killing homeworld as a punishement for attaking me...... hahaha
p.s.: Maybe the devs could find a way to link maps? To say go from a small map, 14 worlds and one other opponent to say another map, 38 worlds and an additional two more players, for a total of 4 players in the new part of the new map?
like an add player option? if there are trigers in the map making option it's possible well in fact if any scipts can be included in a map then nothing is impossible after what i saw some people made wit a such old engine as wc3
me i learn by looking at what ther people are making and say i wan to get this from that mood and that from this one and make thing that should never work togeher work together but i can't start any thing rom scrach i'm just unable to do it .... swo i pefer to start by helping some one on a mood
Can you texture, model and code?
my own comp use to say to me haha owned fail each time i trie to model or texture anything but i'm sure i can code any thing as soon as i get the hang on how sins work actualy i played wit the sg ancien mood a litle
Sweet, I'm going to start a mod soon and since I know nothing about modding I'm going to need all the help I can get.
sweet i'm in
Sounds wonderful!! I'm just starting to see if i can get my little mods back up and running, if you need help holler and i will see what i can do, though, after a little bit, you could probably do the file tweaks i do easier than me. Anyway, Good to see you two together and to help each other.
Keep Modding!!
Hey guys I was thinking of something to go along with the mobile defense and ships that build ships. I am new to the modding community here so please forgive my ignorance.
Would it be possible to have one constructor ships who's special abilities would be to spawn the capital ship facility and the frigate facility? However to keep from spamming a hundred facilities the constructor ship would actually be spawning a variation of those facilities that take up a small amount of unit cap. Then each of these specialized facilities could either have their own fighter compliment, or modified fighters that would consist of defense platforms or something along those lines. This would lead to people actually creating ship yards near a star (central part of a system) to quickly respond to problems in system. Or even setup a stronger ship yard at planet since these modifed shipyards would not use planet slots.
This would allow allies to setup ship yards together, so alliances would be worth more so you could concentrate your defense or shipyard setup in enemy territory. This would also give the enemy a place to strike.
The other thing I guess you could do to help balance it out and have already done my self is to make capital ships only use 25 ship cap instead of 50. To me this makes them a little bit more worth their weight because in mulitplayer hardly anyone ever uses cap ships anymore. Yea its balanced where a fleet cap of frigates vs same cap of capitals it is balanced, but they are capital ships, you WANT to build them and see more of them, their CAP ships.
Just a few suggestions, I am willing to help you guys out if you need it.
I have a little mini mod, that i call mobile defense, that i made from a module constructor template, it is a constructor without the construction abilities, i added frigate abilities, and because it is labelled as a module constructor it is liimited to the gravity well, so it doesnt run off to other planets with the fleet, but stays in the well where it was constructed. This may be a way for you to make ships that stay "local" and act as the militia you wanted. I have to get it to work for 1.1 again, but when i do, i can tell you how and you can use it for your ships, okie?
Right now, that is the hard part, Trying to get one ship to create another, i havent found a way yet. Both the CapitalFactory and the FrigateFactory are PlanetModules and as such are tied to the planet, and i havent been able to get either to launch from a ship yet.
One of the other modders, and Blair said it could be done, BlackSeraph did it, but i havent seen how. And there was mention of having ships like the frigates and capitals that launch fighters/bombers, that a substitution of a special modified fighter/bomber squad could be used to call the meshes for the ships you are looking for. I haven't tried this yet, and with 1.1 my modding ability is zero, until i can get text versions of the ship and ability entity files to work with. I have heard conflicting things about the convertdata.exe, so i am not sure if it addresses just the ship files, and not the abilities, or if the new convertdata.exe will handle all of it no problem. Once i can do that i can try to see if i can make one ship create another. And if it works, haha, if it were only that easy, then i could fill up the modified squad file with different ships. But we shall see.
As to limiting spawning? perhaps it could be done, as you say, by having it cost a certain amount. But at this point im not even there yet, so i dont know. Once we actually get them to create ships, then i can see how to limit them. I believe frigates and capitals have a cost associated with them, but i am not sure i saw a cost or slot count for the squads since they are associated directly with the ship or hanger that produces them.
Then each of these specialized facilities could either have their own fighter compliment, or modified fighters that would consist of defense platforms or something along those lines. This would lead to people actually creating ship yards near a star (central part of a system) to quickly respond to problems in system. Or even setup a stronger ship yard at planet since these modifed shipyards would not use planet slots.
Actually what you are proposing is exactly, i believe, what Entrenchment does. So if you wait just a bit, you can get a developer made entity that does exactly that. But much more professional than some little home made mini mod by me.
Entrenchment again.
The other thing I guess you could do to help balance it out and have already done my self is to make capital ships only use 25 ship cap instead of 50. To me this makes them a little bit more worth their weight because in mulitplayer hardly anyone ever uses cap ships anymore. Yea its balanced where a fleet cap of frigates vs same cap of capitals it is balanced, but they are capital ships, you WANT to build them and see more of them, their CAP ships. Just a few suggestions, I am willing to help you guys out if you need it.
Quoting Teal, reply 11Actually what you are proposing is exactly, i believe, what Entrenchment does. So if you wait just a bit, you can get a developer made entity that does exactly that. But much more professional than some little home made mini mod by me. I thought about that, but I am still not exactly sure what is being added in entrenchment, and my understanding was that starbases can't build cap ships. I have a few ideas for a mod, but it is mostly just tweaks of things here and there.Never underestimate your home made mini mod, sometimes its exactly what someone needs to be part of a bigger one AND I have seen some that are better than the actual games themselves.
I thought about that, but I am still not exactly sure what is being added in entrenchment, and my understanding was that starbases can't build cap ships. I have a few ideas for a mod, but it is mostly just tweaks of things here and there.Never underestimate your home made mini mod, sometimes its exactly what someone needs to be part of a bigger one AND I have seen some that are better than the actual games themselves.
Hmm.... If you could get your hangars to spawn frigates, couldn't you make them spawn a modified frigate with a passive ability that disabled it's own phase drive? Call it "Defensive Orders" or something?
Haha, it's probably harder than that but I know dolynick made the jumpers in his mod passively move through phase space at a tiny fraction of the speed. The vasari charged missile ability disables engines on it's own ship, maybe merge that with the gravity warhead? I don't know exactly how to do it best but it's an idea.
It's pretty simple to disable jump engines
numEntityBoolModifiers 1entityBoolModifier "DisablePhaseJump"
will do the trick
So you'd just create a new ship or s aduplicate of that ship with those parameters? Cool.
Is there a way to make them not take up Fleet capacity?
Well, I was continuing Iamcatfu's train of thought. You'd create a new ship entity file since only the spawned ship needs to have disabled jump, so you'd give it a passive ability with that entityBoolModifier. It can have whatever stats you want, so you can make a clone of an LRM frigate entity and give it that passive - so it would have the exact same stats as the LRM, but not be able to jump. Then you just use that entity for all your spawning abilities.
As for not using fleet cap.. I am not sure actually.
If I remember right the attribute "slotCount" is what modifies fleet capacity consumption, I'm unsure if it will work with a value of 0 or whatever but you could try it, otherwise you could just set it at 1 or 2, and bump up your total capacity maybe?
Or leave the current capacity as even ships limited to the grav well need maintenance, crew, food, ammo, reactor fuel, etc.
Blair,
I wanted to say thank you for your tip, it led me in the right direction and i was able to get a functional frigate to spawn using that combat turret ability. In addition to using the clonefrigate entity that i borrowed for the advent from the vasari. I was so excited i wanted to jump up and down! Haha, anyway thank you, you made my day,
Thanks to everyone for their suggestions and thoughts!! I have been wrangling with this for a little bit, and it is sooooo cool to just have it drop into my hands like that. Yay!! Haha, we can celebrate now!!
Sincerely,
Edit: I have found as much as i wanted to "Find Out" how to do this, that the actuality is rather different. It seems very much of a game buster. At least in the half a dozen or so games i have played since i figured out how to do this. Even on Unfair AI, and maxed 10 other opponents, the spawnability of even a ship at a time gets out of control rather quickly. If i have the ability on auto, then it proceeds to spawn ships whenever i go into combat. Initially the cooldown was 50 seconds, which gave me in the course of a battle on the Pirate Homeworld over 20 of each of the capitals that easily overran the planet. I was rather disappointed actually rather than so excited. Excited yes, to be able to make an ability actually spawn a ship, but disappointed in the enjoyability of the game, it was too easy and too short. Anyway, i have tried adjusting the time out to 10 minutes cooldown or so, and if i limit the number of ships, from say the complete capital set (5 ships) to a single ship, then it may make the enjoyability more and the difficulty harder. Anyway, we will see.
Iamcatfu I was thinking the same thing, but if that doesn't work, you could use the idea of replacing new fighter entities using frigates info, then it wouldn't even take up any cap at all, but use up the maximum number of spawnable squads its "carrier unit" has. Which in the entity files is refered too as command points. So each command point gives you a squad. This would be better so at least then people couldn't keep spawning frigates in a system over and over, and your defense frigates for the grav well wouldn't use unit cap.
so if I switch out all my frigates to be defined as fighters they'll use the fighter's strafe ai? Can I get the standard shipyard to spawn fighter craft then?
Only if you create a new entity file in which you transform the standard Fighters and bombers into a frigate type (dont forget to add +1 to frigate tab 1 slot.
AND BINGO!
Kiedjor did that a while ago..was awesom to see more then 2 000 aircraft hitting each other in a true space dog-fight!
new update, add a cost to that special ability and make it frwakin expensive, that way it won't overbalance the game as you'll take a serious currency hit from popping out those ships. Build cost from a capital ship should be like 2x to 3x the cost of making them in the standard factory.
Yes that's quite possible you see when a male ship inserts it's usb cable into a females usb port it creates a light frigate which then becomes a cruiser and then a capital ship that's how life works the blessing of god but some ships abuse they're usb cable and start using it for self profit where us humans call it MASTURBATION very very bad
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