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How do you add a new start module?

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12 years ago
Apr 8, 2013, 4:27:12 AM
I have a new starting (ModuleSupportInvasion) type module and have got it in the Support Module File and Support Module Description File. How do you make it a starting module for the race. Is it enough to place it in Technology.XML file like below? or do you have to make it some kind of trait?



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12 years ago
Apr 8, 2013, 12:08:18 PM
As far as I know adding it to TechPlayerStart (or TechPlayerStart without Racename for all races) is enough.



Strange that you ask when you already seem to know the right answer. ^^
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12 years ago
Apr 8, 2013, 5:44:35 PM
Yet when I add the files to SupportModule.xml all that happens is all invasion modules disappear from my tech tree!. When I just add the data to SupportModuleDescriptor.xml file the modules show up on the tech tree but with no data (aside from weight and cost given by Support Module file). I look at Foraven's fair fight mod and he gets away with it....

Where am I going wrong?





Here is the code added in the support module section:






SupportCategory="Invasion">

ModuleSupportInvasion1



%ModuleSupportInvasion1Title

%ModuleSupportInvasion1Description



1








SupportCategory="Invasion"

ModuleSupportInvasion1b

PlanetStrategicResourceTitanium



%ModuleSupportInvasion1bTitle

%ModuleSupportInvasion1bDescription



1








SupportCategory="Invasion"

ModuleSupportInvasion1bHissho

PlanetStrategicResourceTitanium



%ModuleSupportInvasion1bHisshoTitle

%ModuleSupportInvasion1bHisshoDescription



1








SupportCategory="Invasion"

ModuleSupportInvasion1bSwarm

PlanetStrategicResourceTitanium



%ModuleSupportInvasionup1SwarmTitle

%ModuleSupportInvasion1bSwarmDescription



1






SupportCategory="Invasion">

ModuleSupportInvasion2



%ModuleSupportInvasion2Title

%ModuleSupportInvasion2Description



2



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12 years ago
Apr 9, 2013, 9:17:10 PM
I think they all disappear due to syntax error; there are spaces in many of the %stuff (title & description) and resource prerequisites.



I don't know if that's a problem but I see your modules are called 1b, but in your technology.xml your unlockable is called up1.
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12 years ago
Apr 10, 2013, 12:52:55 AM
EnduringPaper wrote:
I think they all disappear due to syntax error; there are spaces in many of the %stuff (title & description) and resource prerequisites.



I don't know if that's a problem but I see your modules are called 1b, but in your technology.xml your unlockable is called up1.




I should have answered that sooner, but somehow i had overlooked the thread. I believe you are right EnduringPaper, it's most likely syntax errors or typos that are the problem.



To Tirane: "PlanetStrategicResourceTit anium" and "PlanetStrategicResourceTitanium" aren't the same thing. Also make sure you remain consistent in your names (modules, descriptors). And last, if you change for custom Icons, don't use stock names, the game will load stock files for small icons and custom ones for large (strange bug, i know).
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12 years ago
Apr 10, 2013, 3:36:53 AM
Thanks for the look over and I got it to work finally.



I may have been copying over same syntax errors but it also worked when I gave tech new symbols. They were sharing invasion 3 helmet before then.



Again thanks.



1. By the way is there anyway that you could write into code to make smaller hull types harder to hit per se rather than adding to defensive ratings?

It seems to hit can only be modified from the weapon's descriptor side of things (or in the battle description with the ranges.)



2. I am trying to create a cargo mod that would effect morale on planets it orbits. I know the number of friendly ships in the system is included in calculating morale but want a civilian "cargo" module that will also be taken in effect so that the number of cargo modules in the system will have an effect on morale and or finances/buyout mods.

What would be the relevant files? The one planetary improvement that gives me hope as a module is the one that speeds recovery depending on ships in orbit. My main problem is how to figure out how to have a module that can move around effect only systems it is in orbit of.
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12 years ago
Apr 10, 2013, 3:51:27 AM
tirane wrote:
1. By the way is there anyway that you could write into code to make smaller hull types harder to hit per se rather than adding to defensive ratings?

It seems to hit can only be modified from the weapon's descriptor side of things (or in the battle description with the ranges.)




That is something planned for the expansion (read the EXP threads), but unfortunately not something we can code ourselves yet.





2. I am trying to create a cargo mod that would effect morale on planets it orbits. I know the number of friendly ships in the system is included in calculating morale but want a civilian "cargo" module that will also be taken in effect so that the number of cargo modules in the system will have an effect on morale and or finances/buyout mods.




That might be possible.





What would be the relevant files? The one planetary improvement that gives me hope as a module is the one that speeds recovery depending on ships in orbit. My main problem is how to figure out how to have a module that can move around effect only systems it is in orbit of.




So long as the effects are set in StarSystemDescriptor.xml and set as a ClassStarSystem, only the system it is in will be affected. Now tieing the module with a SimulationObjectDescriptor might be tricky. You should tackle easier tasks first, at least until you understand better how all this works and how you can mod it to your ends. Let's say it took me a while to grasp enough of it to get my own mod to where it is (and lots of debugging).
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