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Ship Mod/Design Questions

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8 years ago
Apr 25, 2017, 8:53:37 PM

I'm enjoying monkeying around with the vanilla ships. Vamps/Vodyani are my current fave, with the Riftborn not far behind.


When looking at the XML, is there some easy way to determine how many slots each section can have? For example,  through hours of testing, I know that for the small ship, the core section can have up to 3 slots, both SectionN and SectionS can have 2 and a couple of other sections can have one.


Is there any other type of slot display between IsLarge/not IsLarge? I'd like to create a different type of 'mount'/slot, but there doesn't seem to be a way to add any title/descriptions, though I have been able to add simulator effects. 


Speaking of slots, is there a way to move them visually on the ship designer? The x and z parameters don't seem to do much. It'd be nice to move the slot image a little bit so as to not cover the weapons. 


Is the game hard coded to have only three types of Modules (Weapon/Defense/Support) or can you create others (primarily for different filters)?


Is it possible to have more than 2 rows in the ship design screen for modules? 


Is there a way to show more data on the panels? Specifically for more of the attributes of the Weapon Modules or maybe Engines? I was thinking about creating an engine module that has increased warp speed, but low on movement points, for example. Or a separate engine that allows for wormhole travel. 


Lastly, is there a way to add a build queue to a ship/orbital base? 


Thanks for your time and attention!

Knyghtefall







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8 years ago
Apr 26, 2017, 8:37:56 AM

Hey Knyghtefall


When looking at the XML, is there some easy way to determine how many slots each section can have?

Yes, you need to take a look at HullDefinition[FactionName].xml (obviously, replace FactionName with the name of the faction you want to mod the ships of)

You'll see a list of the various hulls, each containing a <ShipDesignLayout>

This layout contains the various sections of your hulls

Each section contains slots, this is what you want to look at.


For instance:


 <Section Name="SectionN"> This is the name of your section
        <VisualSectionName>Front</VisualSectionName>
        <SimulationDescriptorReference Name="ClassSectionWeakSmallSophons"/>
         <Slot Name="Defense01"> This is the name of the slot that are in the section, you'll often refer to it with a name like SectionN.Defense01
                 <RestrictedModuleCategory>Defense</RestrictedModuleCategory> This is what defines what sort of module the slot can take, if you added the same line
                 <Direction X="0" Z="1"/>                                                                               underneath with Support instead of Defense, you could equip both module
                 <UISlotName>UIFront01</UISlotName>                                                     types in the slot
           </Slot>
</Section>


Careful though, weapon-able slots need additional info (firing angle, weapon's visuals) to work properly so you should take a look at pre-existing weapon slots.


If you find this line in a slot, it means this slot is only available on enhanced hulls (of course, the Technology name can change, since you have 5 hull improvement techs)

<TechnologyPrerequisite Flags="Prerequisite,Discard">TechnologyImproveHull1</TechnologyPrerequisite>


I haven't been working with the aspects that are covered by your other questions so I wouldn't know for sure if it's feasible purely in XML (and I can't really take the time to take a good look at it and tell you, sorry )


I know this answers only one of your questions but I'd rather not misinform anybody.

I hope this still helps,


Cheer,s






Updated 8 years ago.
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8 years ago
Apr 27, 2017, 1:25:27 AM

Hi WeaponizedCaffeine/s,


I appreciate you taking the time. I'll clarify my question. Here is the CoreSection from a Vodyani Explorer (ShipHull01):



<CoreSection Name="CoreSection">
    <VisualSectionName>Core</VisualSectionName>
    <SimulationDescriptorReference Name="ClassSectionCore"/>
    <SimulationDescriptorReference Name="ClassSectionCoreSmallVampirilis"/>
    <Slot Name="Support01">
        <RestrictedModuleCategory>Support</RestrictedModuleCategory>
        <RestrictedModuleCategory>Defense</RestrictedModuleCategory>
        <Direction X="0" Z="1"/>
        <UISlotName>UICore07</UISlotName>
    </Slot>
</CoreSection>


Clearly, only has one slot defined. Now, lets look at the fully kitted out Vodyani Small Attack Hull (same hull, ShipHull01):


<CoreSection Name="CoreSection">
    <VisualSectionName>Core</VisualSectionName>
    <SimulationDescriptorReference Name="ClassSectionCore"/>
    <SimulationDescriptorReference Name="ClassSectionCoreSmallVampirilis"/>

    <Slot Name="Support01">
        <RestrictedModuleCategory>Support</RestrictedModuleCategory>
        <RestrictedModuleCategory>Defense</RestrictedModuleCategory>
        <Direction X="0" Z="1"/>
        <UISlotName>UICore07</UISlotName>
    </Slot>

    <Slot Name="Defense01">
        <RestrictedModuleCategory>Defense</RestrictedModuleCategory>
        <Direction X="0" Z="1"/>
        <UISlotName>UICore08</UISlotName>
    </Slot>

    <WeaponSlot Name="Weapon01" ShowPositionMarker="true" PositionMarkerAngle="120">
        <Cost ResourceName="Strategic1" Instant="true">1</Cost>
        <TechnologyPrerequisite Flags="Prerequisite,Discard">TechnologyImproveHull1</TechnologyPrerequisite>
        <LineOfSight>
            <Direction X="0" Z="1"/>
            <Angle>270</Angle>
            <VisualSlotName>MDL_Wp_Small_Up_00</VisualSlotName>
        </LineOfSight>
        <ModuleModifier>
            <SimulationDescriptorReference Name="TopWeapon"/>
        </ModuleModifier>
        <UISlotName>UICoreWeapon09</UISlotName>
    </WeaponSlot>


</CoreSection>


So, same hull (ShipHull01), same section (CoreSection), same ship size (ShipSizeSmall), but this time, three slots. What I'm looking for is a way to know, by hull and section, how many slots are available. The game engine knows, but I haven't been able to find any definition in the XML files. Also, there's no clear way to tell what the slot names are supposed to be, other than by previous example.








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8 years ago
Apr 27, 2017, 8:43:29 AM

Ooooh! 

This is the same *visual* hull but they both are very separate hull definitions HullSmall01Vampirilis and HullSmall04Vampirilis

I haven't been working very in depth with hulls and the like so I'll try and see if I can ask other designers. I don't want to spread false information but on a hunch, I'd say what matter is the hull definition and that you could theoretically add Support and Defense slots without too much trouble but that Weapons are going to be annoying since they will probably need to be linked to a turret.

To be fair, I have only worked with the hull system in as a pre-existing thing so I don't know how it works behind the scenes.

Until then, good luck



Edit: I checked, there's nothing that stops you from adding 50 Support or Defense slots in a section when rewriting a HullDefinition. However, since weapons have bindings to 3D elements (turrets, missile hatches etc...) it's trickier but I guess you could technically stack a whole bunch of weapons on top of one another but I presume it would be ugly and unstable.

However the big issues modders will encounter trying to mod HullDefinition is that some components, particularly the UI slots (to equip modules in the ship design screen) are defined not in XML but in the Unity prefab directly. I'm not a tech guy but I doubt prefabs will be openly editable in a shipped version of the game. I'm going to ask around some more.


Edit 2: Indeed, modders will not be able to openly edit prefabs, which locks them out of going too wild with the hulls since they can't properly reference and add new slots

Sorry

Updated 8 years ago.
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8 years ago
Apr 27, 2017, 6:17:48 PM

Edit 2: Indeed, modders will not be able to openly edit prefabs, which locks them out of going too wild with the hulls since they can't properly reference and add new slots

Sorry


No worries, I kind of expected that given the link to turrets in many cases. Boiling it down, all I'm really looking for is information about the existing ship models/prefabs so that when I'm modding them, I'll know already how many slots they have and their id. A breakdown like such would be fantastic:


ShipFactionVampirilis.ShipHull01


ClassSectionCoreSmallVampirilis.CoreSection

Slot1: UICore07

Slot2: UICore08

Slot3: UICoreWeapon09 :: VisualSlotName: MDL_Wp_Small_Up_00


ClassSectionCoreSmallVampirilis.SectionN

Slot1: UIFront01

Slot2: UIFront02


ClassSectionCoreSmallVampirilis.SectionNE

Slot1: UIFrontRight03


ClassSectionCoreSmallVampirilis.SectionE

Slot1: UIRightWeapon04 :: VisualSlotName: MDL_Wp_SmallSide_Right_00/MDL_Wp_SmallSide_Left_00


ClassSectionCoreSmallVampirilis.SectionS

Slot1: UIBack05

Slot2: UIBackWeapon06 :: VisualSlotName: MDL_Wp_Small_Up_01



At the moment, I'm only guessing, based on the examples in the XML files. For example, I don't really know how many slots the ShipFactionVampirilis.ShipHull02 has. As there's only one example, the only way to find out if there are more is to add slots in the XML, load the game and see if they show up on the shipmodel or off. As you might imagine, this can be rather time consuming. 


I do agree with you that I could add non-visible slots, but then there wouldn't be any way to interact with them through the UI. 


On your other point:

WeaponizedCaffeine wrote:

This is the same *visual* hull but they both are very separate hull definitions HullSmall01Vampirilis and HullSmall04Vampirilis

The visual hull is really what I'm mapping to in a hull definition. So, while you're right, there are two hull definitions in my example (and in the vanilla game currently), there's really only one underlying object that's being modded, the ShipFactionVampirilis.ShipHull01 object. Knowing what options are available helps me to make information choices about what I can and can't do with that object/definition. 


I happen to really like that visual hull, so I've created multiple hull definitions that use the ShipHull01 model, each with different numbers of attached slots, variably sized slots (regular and IsLarge) and different ShipRoles. 


So, for tl;dr - My request is for more information about existing visual hulls, a quick and dirty run down of how many slots each has and their visual slot name(s), if applicable.


With Appreciation,

Knyghtefall



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8 years ago
May 3, 2017, 5:02:46 PM

Hello and sorry for the late (and incomplete) reply - since this is not part of my tasks, the only way I have to do this is by taking time after work hours.

I'm not done compiling everything (lot of data to enter write down manually) but I'll update the list and bump the thread at every update, so you'll have everything eventually!

Edit: It's done I've everything, I just hope I didn't make any mistake


--------------SOPHONS---
---SophonsLarge01
UIFront01
UIFrontRight02
UIFrontRightWeapon03
UIFrontRight04
UIRightWeapon05
UIRightWeapon06
UIRightWeapon07
UIBackRight08
UIBackRightWeapon09
UIBackWeapon10
UIBack11
UICoreWeapon12
UICore13
UICore14
UICore15

---SophonsMedium01 [THE PREFAB CONTAINS MEDIUM02 FOR SOME REASON SO MAYBE ODD THINGS CAN HAPPEN HERE]
UIFront01
UIFront02
UIFrontRight03
UIFrontRightWeapon04
UIRightWeapon05
UIBackRightWeapon06
UIBackWeapon07
UIBack08
UICoreWeapon09
UICore10
UICore11

---SophonsMedium02 [THE PREFAB CONTAINS MEDIUM01 FOR SOME REASON SO MAYBE ODD THINGS CAN HAPPEN HERE]
UIFront01
UIFront02
UIFrontRight03
UIFrontRight04
UIRight05
UIRightWeapon06
UIBackRightWeapon07
UIBackWeapon08
UICore09
UICore10
UICore11

---SophonsSmall01
UIFront01
UIFrontRight02
UIFrontRightWeapon03
UIRight04
UIBackRightWeapon05
UIBack06
UICore07
UICoreWeapon08
UICore09

---SophonsSmall02
UIFront01
UIFrontRight02
UIFrontRight03
UIRight04
UIBackRightWeapon05
UIBackRightWeapon06
UIBack07
UIBack08
UICore09

---SophonsSmall03
UIFront01
UIBack02
UICore03
UICoreWeapon04




--------------CRAVERS---
---CraversLarge01
UIFront01
UIFrontRight02
UIFrontRightWeapon03
UIFrontRight04
UIRightWeapon05
UIRightWeapon06
UIRight07
UIBackRight08
UIBackWeapon09
UICoreWepaon10
UICoreWeapon11
UICore12
UICore13
UICore14
UICore15

---CraversMedium01
UIFrontWeapon01
UIFront02
UIFrontRight03
UIFrontRightWeapon04
UIRight05
UIBackRight06
UIBackRightWeapon07
UIBack08
UICore09
UICoreWeapon10
UICoreWeapon11

---CraversMedium02
UIFront01
UIFront02
UIFrontRight03
UIFrontRightWeapon04
UIRight05
UIRightWeapon06
UIBackRight07
UIBack08
UICore09
UICore10
UICoreWeapon11
UICoreWeapon12

---CraversSmall01
UIFrontWeapon01
UIFrontRight02
UIFrontRightWeapon03
UIRightWeapon04
UIBack05
UICore06
UICoreWeapon07
UICore08

---CraversSmall02
UIFront01
UIFrontRight02
UIFrontRight03
UIBackRightWeapon04
UIBackRight05
UIBack06
UICore07
UICoreWeapon08

---CraversSmall03
UIFront01
UIRightWeapon02
UIBack03
UICore04




--------------VODYANI---
---VampirilisLarge00 (Ark)
UIFrontWeapon01
UIFront02
UIFront03
UIFrontRight04
UIRightWeapon05
UIRight06
UIBackRight07
UIBackWeapon08
UIBack09
UIBack10
UICore11
UICore12
UICore13
UICore14
UICore15
UICore16

---VampirilisLarge01
UIFront01
UIFront02
UIFront03
UIFrontRight04
UIFrontRightWeapon05
UIRightWeapon06
UIRightWeapon07
UIBackRightWeapon08
UIBackRightWeapon09
UIBack10
UIBackWeapon11
UICore12
UICore13
UICore14
UICoreWeapon15

---VampirilisMedium01
UIFront01
UIFrontWeapon02
UIFrontRight03
UIRight04
UIRightWeapon05
UIRight06
UIRightWeapon07
UIBack08
UICore09
UICore10
UICoreWeapon11
UICoreWeapon12

---VampirilisMedium02
UIFront01
UIFront02
UIFrontRight03
UIRight04
UIRightWeapon05
UIBackRight06
UIBackRightWeapon07
UIBack08
UIBackWeapon09
UICore10
UICore11
UICoreWeapon12
UICoreWeapon13

---VampirilisSmall01
UIFront01
UIFront02
UIFrontRight03
UIRightWeapon04
UIBack05
UIBackWeapon06
UICore07
UICore08
UICoreWeapon09

---VampirilisSmall02
UIFront01
UIFront02
UIFrontRight03
UIRight04
UIBackRight05
UIBack06
UIBackWeapon07
UICore08
UICore09

---VampirilisSmall03
UIFront01
UIBack02
UICore03
UICoreWeapon04




--------------LUMERIS---
---VenetiansLarge01
UIFrontWeapon01
UIFront02
UIFrontRight03
UIFrontRightWeapon04
UIRight05
UIRightWeapon06
UIBackRight07
UIBackRightWeapon08
UIBackRightWeapon09
UIBack10
UICore11
UICore12
UICore13
UICore14
UICoreWeapon15

---VenetiansMedium01
UIFront01
UIFront02
UIFrontRight03
UIFrontRightWeapon04
UIRight05
UIRight06
UIRightWeapon07
UIBackRightWeapon08
UIBack09
UICore10
UICore11
UICoreWeapon12
UICoreWeapon13

---VenetiansMedium02
UIFrontWeapon01
UIFront02
UIFront03
UIFrontRight04
UIFrontRightWeapon05
UIRight06
UIRightWeapon07
UIBackRight08
UIBackRightWeapon09
UIBack10
UICore11
UICore12

---VenetiansSmall01
UIFrontWeapon01
UIFront02
UIFrontRight03
UIRightWeapon04
UIRightWeapon05
UIBackRight06
UIBackWeapon07
UICore08
UICore09

---VenetiansSmall02
UIFrontWeapon01
UIFront02
UIFrontRight03
UIRight04
UIBackRightWeapon05
UIBack06
UICore07
UICore08
UICoreWeapon09

---VenetiansSmall03
UIFront01
UIBack02
UICore03
UICoreWeapon04




--------------UNITED EMPIRE---
---TerranLarge01
UIFront01
UIFrontRightWeapon02
UIFrontRight03
UIFrontRightWeapon04
UIRight05
UIRightWeapon06
UIRight07
UIBackRight08
UIBackRight09
UIBack10
UICoreWeapon11
UICore12
UICore13
UICoreWeapon14
UICore15

---TerranMedium01
UIFront01
UIFrontWeapon02
UIFrontRight03
UIFrontRight04
UIRightWeapon05
UIRight06
UIBackRight07
UIBackRight08
UIBack09
UICoreWeapon10
UICoreWeapon11

---TerranMedium02
UIFront01
UIFrontWeapon02
UIFrontRight03
UIFrontRight04
UIRightWeapon05
UIRight06
UIBackRight07
UIBack08
UICore09
UICoreWeapon10
UICore11

---TerranSmall01
UICoreWeapon01
UIFront02
UIRightWeapon03
UIRight04
UIBack05
UIRightWeapon06
UIFrontRight07
UICore08

---TerranSmall02
UIFront01
UIBack02
UICore03
UIRightWeapon04
UIFrontRight05
UIFrontRight06
UIBackRight07
UICore08

---TerranSmall03
UIFront01
UIBack02
UICoreWeapon03
UICore04




--------------HORATIO---
---HoratioLarge01
UIFront01
UIFront02
UIFrontRightWeapon03
UIFrontRight04
UIRight05
UIRight06
UIBackRight07
UIBack08
UIBack09
UICoreWeapon10
UICoreWeapon11
UICore12
UICore13

---HoratioMedium01
UIFront01
UIFront02
UIFrontWeapon03
UIFrontRightWeapon04
UIRightWeapon05
UIBackRight06
UIBack07
UICoreWeapon08
UICore09
UICore10

---HoratioMedium02
UIFront01
UIFront02
UIFrontWeapon03
UIFrontRight04
UIRight05
UIBackRight06
UIBack07
UICore08
UICore09
UICore10

---HoratioSmall01
UIFrontRight01
UIBackRight02
UIBack03
UICore04
UIFront05
UIRight06
UICore07

---HoratioSmall02
UIFront01
UIFront02
UIFrontRight03
UIRight04
UIBack05
UICore06
UICore07

---HoratioSmall03
UIFrontRight01
UIBack02
UICore03
UIRightWeapon04




--------------RIFTBORN---
---TimeLordsLarge01
UIFront01
UIFrontRight02
UIFrontRightWeapon03
UIRight04
UIRightWeapon05
UIBackRightWeapon06
UIBackRight07
UIBackRight08
UIBack09
UIBackWeapon10
UICore11
UICore12
UICore13
UICoreWeapon14
UICoreWeapon15
UICoreWeapon16

---TimeLordsMedium01
UIFrontWeapon01
UIFrontRightWeapon02
UIFrontRight03
UIRightWeapon04
UIRight05
UIRightWeapon06
UIBackRightWeapon07
UIBackRightWeapon08
UIBack09
UICoreWeapon10
UICoreWeapon11
UICoreWeapon12

---TimeLordsMedium02
UIFront01
UIFrontRight02
UIFrontRight03
UIRight04
UIRight05
UIBackRight06
UIBack07
UIBack08
UICore09
UICore10
UICoreWeapon11
UICoreWeapon12

---TimeLordsSmall01
UIFront01
UIFrontRight02
UIRightWeapon03
UIRightWeapon04
UIBackRight05
UIBack06
UIBack07
UICoreWeapon08
UICoreWeapon09
UICore10

---TimeLordsSmall02
UIFront01
UIFront02
UIFrontRight03
UIRight04
UIRight05
UIBackRight06
UIBackRightWeapon07
UIBack08
UICore09
UICoreWeapon10

---TimeLordsSmall03
UIFront01
UIRight02
UIBack03
UICore04
UICoreWeapon05



Updated 8 years ago.
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8 years ago
May 5, 2017, 5:38:25 PM

Good evening!  -- BUMP! I've added the rest!


You know, I just do my best to help the community and support modders in general

Now, I can't do this for everyone every time since I am doing this after work hours: a man needs to go home at some point , yaknow  (especially on a Friday night)

However, I'll be glad to help the modding community again in the future, so don't hesitate to ask anything and I'll see what I can do


Now, go and mod at your heart's content!


Cheers,

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8 years ago
May 5, 2017, 5:50:12 PM

Wow....! Color coded and everything! 


You'll be happy to see that I've already added my first mod, and I'm looking forward to using this new information going forward on some other ideas I've been playing around with.


With Gratitude,

Knyghtefall



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