Say I want to add a new Terran frigate (in addition to the existing one) and have it use its own ship blueprint? Will the following work? and if so what name will show up in ship designer
>> in ShipClassDeffs add
<ShipClass>
<InternalName>TerranFrigateNEW</InternalName>
<DisplayName>TerranFrigate_Class_Name</DisplayName>
<Description>TerranFrigate_Dec</Description>
<ThumbnailOverride>Terran_Frigate_02T.PNG</ThumbnailOverride>
<ShipHullType>Medium</ShipHullType>
<ShipRule>FavorKinetic</ShipRule>
<ShipDesign>Terran_Frigate_02T</ShipDesign>
<AIShipClass>Assault</AIShipClass>
<StrategicIcon>Frigate</StrategicIcon>
<BlueprintDef>FrigateBlueprintNEW</BlueprintDef>
>> add in: FactionShipStyleSetDefs.xml
<ShipClass> TerranFrigateNEW </ShipClass>
You need to create a blueprint as well. (ShipBluePrintsDefs.xml) Just be warned, ship blueprints was not easy to mod before, and unless they've changed something recently, you might be in for a rough ride.
This decides what name shows up. But the string is located in English/Text/ShipClassText.xml, so you need to go there to change the name, or make a new file with just your new ships in it.
Check
I know just enough to be dangerous , see my other port for a question about it
https://forums.galciv3.com/471885/page/1/
Ahh Thanks, I had not found this file so..
<DisplayName>TerranFrigate_Class_NameNEW</DisplayName> in my ShipClassDeffs block and the define TerranFrigate_Class_NameNEW in English/Text/ShipClassText.xml
right?
Thanks a bunch
Yep. Just put that name in a label in the file, and then edit the string to what it should be named.
Though I am not sure where the M# suffix (version of the ship) is supposed to be edited. Can't find it in either blueprints or that text file. Might even be hardcoded. As I said, blueprints is a mess
I THINK it is automatic, if everything is done corectly, the fires of my "new" ship will me M1, as new tech's come up it should follow the blueprint and become M2
I almost have it working. where does the English/ShipClassText.xml file go after modding? Or do i need to change it i the original steam game directory
It goes to Mods\NameOfMod\Text\
For example, I have:
..\GalCiv3\Mods\ShipDesigns\Game\FactionDefs.xml..\GalCiv3\Mods\ShipDesigns\Game\FactionShipStyleSetDefs.xml..\GalCiv3\Mods\ShipDesigns\Game\Mod_ShipBlueprintDefs.xml..\GalCiv3\Mods\ShipDesigns\Game\Mod_ShipClassDefs.xml..\GalCiv3\Mods\ShipDesigns\Game\Mod_StaticShipBlueprintDefs.xml..\GalCiv3\Mods\ShipDesigns\Text\Mod_ShipClassText.xml
Game directory:
- FactionDefs: Modified starting ships for factions. REPLACES base game version.
- FactionShipStyleSetDefs: Modified available designs for factions. REPLACES base game version.
- Mod_ShipBlueprintDefs.xml: My new ship blueprints. ADDITIONAL to base game version.
- Mod_ShipClassDefs.xml: My new ship designs using the new blueprints. ADDITIONAL to base game version.
- Mod_StaticShipBlueprintDefs.xml: Blueprints for the starting ships. ADDITIONAL to base game version.
Text directory:
- Mod_ShipClassText: Names and descriptions for my new ship classes. ADDITIONAL to base games version.
I think there's no way to mod FactionDefs.xml and FactionShipStyleSetDefs.xml for the existing factions without overriding the base game version. This causes the need to check and merge any updates and bugfixes from StarDock for these files.
The above is a bummer. I thought there was an xml standard that supported merging, if so guess SD is not using it.
thanks for the help
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