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,
Horemvore
I have tried and tried to get my linked pictures to show up with in a post. By using the Inset/Edit Image function, it fails every single time I try and just shows a blank picture like this:- Do images need to be a specific size? What setting do you set to get them to show? I know it
They order upto 2 upgrade modules per starbase. Its defined in GC3GlobalDefines.xml, set it to 0 and you will basicly have the "effect" you want. 2 2 Its right at the bottom of the file.
I was looking at the ShipComponentDefs.xml and came across this entry:- AssaultCarrier Module AssaultCarrier Module_Name AssaultCarrier Module_Dec
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 [e digicons]:D[/e]
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 *Assa
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
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.
Same as Opt-In. Steam - Game Properties - Beta - Opt-Out
You can add as many as you want, Names just have to be unique, like the default Cruiser, CruiserL, CruiserP, CruiserD, if you wanted more cruisers you can just add them in, CruiserX, CruiserY, CruiserZ In both the FactionShipStyle, this file to access them, and ShipClassDefs, this file pointing at your designs. Simply copy existing entrys and edit as needed.
Niffty! Google here I come! [e digicons]:D[/e]
[e digicons]8O[/e] Bit like My sensor find. Nice spot.
Alpha 0.1a Released.
I was taking a look at the terran tech tree to compare the changes with a custom tech tree I have and came across this :- TerranEnergyFieldFocus1 EnergyFieldFocus1 TerranEnergyFieldFocus1_Name Terran_Tree  
UNSCSurvey is the issue you have a missing What editor are you using? Have Civ5 by any chance? The xml editor in thier mod tools is dam good at highlighting syntax errors like this, took me all of 10s to find it [e digicons]:grin:[/e] Screenshot
aren't all the long string codes at the end of the names meant to be unique? Yup, if you save them as Templates from the designer it generates the string code automaticly, it even changes the code if you overwrite an existing blueprint.
Thats awsome, means my idea can bare fruit [e digicons]:D[/e]
Snazzy! Looks like a double ended Gunport. I guess your going to make more? [e digicons]:grin:[/e]
Has anyone been able to get the and lines to be functional? Few months late but........Still relevant. To use custom LeaderBG's and LeaderFG's you need to remove the two lines referencing the movie files, for example:- TerranMoviesFG &nb
Quick question. Do we need the protype category of ships or can we get rid of them and keep the starting, award and normal ship types? I do not think they are needed as such, I recon you can create a FactionShipStyle.xml without them with out it having adverse effects, but, said faction would be at a disadvantage over factions that have them, as some of the prototype designs can be quite brutal, even the stock blueprint designs.
Any chance of a sneak preview? [e digicons]O:)[/e]
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:- AssaultFighterBlueprint Small Assault
^^^ Yeah that, i worked that out after my 2nd shipset. I use _ instead of spaces though, purely due to the editor(Modbuddy from Civ5) i am using to modify/create xml's, it makes easier editing of a single update, ctrl+left click to select then a simple tap of C or V to copy/paste, spaces mess that up.
To do List Finish making Tech Trees unique. Dominion unique Wonders. Iconian unique Weapons. Converting Minor Races into Mini Races. Changing GC text to have Star Trek Flavor. <p style="text-align: c
What I do to make new templates is, download them from workshop, open them in designer, rescale if needed. Then save them by checking the "Save as Template" with a new name with a easy format to recognise like :- ModAbreviation_Race_Size_Name. After this I create new ship faction defines for each race. (I followed the guide/Gauntlets video). Then place the XML's in the Example Mod/Game directory for testing. Unfortunatly, saved games cant not be effected by templates. I found this