[Question] Carrier Module Fighter Craft

Are these generated internaly or am I right to asume they reference the ShipBlueprintDefs.xml like any other "ship"?  I have seen Fighter Blueprints that are unbuildable:-

 
  <!-- Begin Blueprint -->
 
  <ShipBlueprint>
    <InternalName>AssaultFighterBlueprint</InternalName>
    <ShipHullType>Small</ShipHullType>
    <Role>Assault</Role>
        <ShipGroup>Fighter</ShipGroup>
    <CanBeBuilt>false</CanBeBuilt>
    <RequiredComponentType>BeamWeapon</RequiredComponentType>
    <RequiredComponentType>MissileWeapon</RequiredComponentType>
    <RequiredComponentType>KineticWeapon</RequiredComponentType>
        <ComponentType>InterstellarDrive</ComponentType>
    <ComponentType>BestDefense</ComponentType>
    <AllRequiredMustFit>true</AllRequiredMustFit>
  </ShipBlueprint>
 
  <!-- Begin Blueprint -->
 
  <ShipBlueprint>
    <InternalName>DroneFighterBlueprint</InternalName>
    <ShipHullType>Tiny</ShipHullType>
    <Role>Interceptor</Role>
        <ShipGroup>Fighter</ShipGroup>
    <CanBeBuilt>false</CanBeBuilt>
    <RequiredComponentType>BeamWeapon</RequiredComponentType>
    <RequiredComponentType>SublightDrive</RequiredComponentType>
    <ComponentType>BestDefense</ComponentType>
    <AllRequiredMustFit>true</AllRequiredMustFit>
  </ShipBlueprint>
 
  <!-- Begin Blueprint -->
 
  <ShipBlueprint>
    <InternalName>GuardianFighterBlueprint</InternalName>
    <ShipHullType>Tiny</ShipHullType>
    <Role>Guardian</Role>
        <ShipGroup>Fighter</ShipGroup>
    <CanBeBuilt>false</CanBeBuilt>
    <RequiredComponentType>KineticWeapon</RequiredComponentType>
    <ComponentType>KineticWeapon</ComponentType>
    <ComponentType>BestDefense</ComponentType>
    <AllRequiredMustFit>true</AllRequiredMustFit>
  </ShipBlueprint>
 

I asume these are for Carrier Ship Module and Starbase modules and the game generates them as and when needed?

9,339 views 11 replies
Reply #1 Top

Yes, you are correct.

Reply #2 Top

Thats awsome, means my idea can bare fruit :D

Reply #3 Top

Whats the idea!?

Reply #4 Top

To add a starbase module that grants the starbase the ability to launch defence platforms instead.

ATM though its not looking good. As I can not see how or where to make a new Stat Type effect. StatTypeDisplayDefs.xml just "seems" to be the place, but you can not define what your Stat Type does or does not do. I am guessing it is just a link file for some dll to reference.

 

Reply #5 Top

Quoting Horemvore, reply 4

ATM though its not looking good. As I can not see how or where to make a new Stat Type effect. StatTypeDisplayDefs.xml just "seems" to be the place, but you can not define what your Stat Type does or does not do. I am guessing it is just a link file for some dll to reference.
End of Horemvore's quote

I assume that you're trying to make use of fighters for the defense platforms and do not want to use AssaultFightersCap, InterceptorFightersCap, or GuardianFightersCap because you don't want to lose the standard Assault Fighters, Interceptors, or Guardian Drones? If so, I have good news for you: there's an unused (at least, in the base game; some mods may make use of it) fighter type - Escort Fighters, which can be granted to a starbase module or ship component using an EffectType of EscortFightersCap. You'll need to create a blueprint for the Escort Fighters and define at least one ship class for them, as well as making the InitialEscortFighter lines in the *ShipStyleSetDefs reference the appropriate class rather than the *AssaultFighter as they do now, but you don't need to create a new stat type (which is not currently supported, as far as I am aware).

Reply #6 Top

Further investigation has bared a bit of info, there are schema files for StatTypes and ModifierEffectTypes but no xml files linked to these schema. I guess modding these is locked away for now, or forever.

 

While looking over ModifierEffectTypes.xsd I did come across a away to Grant ships, sveral ways tbh, but this option would limit the granted "ships" to a one time deal, which is not realy what I want.

 

All this has lead me to the option of just replacing an existing fighter type to do what I wish. Which again is not ideal.
 

Reply #7 Top

Quoting Horemvore, reply 6

Further investigation has bared a bit of info, there are schema files for StatTypes and ModifierEffectTypes but no xml files linked to these schema. I guess modding these is locked away for now, or forever.
End of Horemvore's quote

At present, it's more or less the case that if something cannot be done with the things defined in the schema files that come with the game, you cannot do it. That being said, there are things defined in the schema files that are currently unused - for example, a fourth (and more importantly, functional but unused) type of fighter.

Quoting Horemvore, reply 6

All this has lead me to the option of just replacing an existing fighter type to do what I wish. Which again is not ideal.
End of Horemvore's quote

As I wrote above, most likely while you were typing this, create an EscortFighterBlueprint, define at least one class which references the EscortFighterBlueprint, and have the InitialEscortFighter lines in *ShipSetStyleDefs reference your new Escort Fighter class(es). There is nothing in the unmodded game which makes use of Escort Fighters; even if there were, it'd be redundant because at present the InitialEscortFighter for every faction is the same as the faction's InitialAssaultFighter, so even if there is an instance where Escort Fighters are actually used in the unmodded game (and I'm almost positive that nothing uses them anymore) you won't actually be losing any diversity. Once you've defined your Escort Fighters, you can add them to a ship component or starbase module using EscortFightersCap.

Reply #8 Top

If so, I have good news for you: there's an unused (at least, in the base game; some mods may make use of it) fighter type - Escort Fighters, which can be granted to a starbase module or ship component using an EffectType of EscortFightersCap. You'll need to create a blueprint for the Escort Fighters and define at least one ship class for them, as well as making the InitialEscortFighter lines in the *ShipStyleSetDerfs reference the appropriate class rather than the *AssaultFighter as they do now, but you don't need to create a new stat type (which is not currently supported, as far as I am aware).

 

I was just looking at that. That is what I am going to "hopefully" replace. But I see a reference to it in ComponentClassDefs.xml, does this not mean its buildable in game? Or is it just a fake entry?

 Edit

Okay we are posting at the same time LOL! I get what u say, thanks!

Reply #9 Top

Quoting Horemvore, reply 8

I was just looking at that. That is what I am going to "hopefully" replace. But I see a reference to it in ComponentClassDefs.xml, does this not mean its buildable in game? Or is it just a fake entry?
End of Horemvore's quote

Look in ShipComponentDefs, StarbaseModuleDefs, and anywhere else that might possibly make use of EscortFightersCap. Nothing uses it anymore. Moreover, all of the base game factions have the same fighter class for their InitialAssaultFighter and InitialEscortFighter, which means that even if there is something that does use escort fighters, you can just switch that to use assault fighters and not lose anything at all.

Reply #10 Top

So, they are used still By AssaultCarrierBlueprint, but as you stated already they just use the same ship as Assault Fighters, so I can edit xml's and point the blueprints/components to fit my needs, just requries a bit more work than originaly thought, something I can live with :D

Reply #11 Top

Seems to work, game boots up and loads a new game. Module shows up in the Tech Tree. Not built one  on a starbase yet to see the results, still got a few bits and pieces i want to do before i can get into a proper test game. I did make a screen shot though:-

 

Screenshot

 

Only issue I can see so far is, it is not picking up my custom Icon and displays the generic Icon still.

 

Edit.

Ah ha i urm Kind forgot to chnage the Icon text lol.