Log in

View Full Version : ship modding : multiple weapons pb


trooper
October 11th, 2002, 06:38 PM
I don't understand the way weapons are chosen in ships....

in designCreation.txt file, what is the meaning of :
Majority Weapon Family Pick 1,2,3...
and
Secondary Weapon Family Pick 1,2,3...

I wanted to have both missile and beam weapons on my ships, so I tried :

Majority Weapon Family Pick 1 := 25 (uranium depleted cannon)
Majority Weapon Family Pick 2 := 3 (meson bLaster)
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 2 (capital ship missile)
Secondary Weapon Family Pick 2 := 4 (anti-matter torpedo)
Secondary Weapon Family Pick 3:= 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0

but it seems that only majority weapon 1 is added on the ship. a solution ?

oleg
October 11th, 2002, 07:32 PM
Down the list of the ship design there is sometning like "mayourity component space per one" and "secondary component space per one" Foe war ships both should be "weapon" and then make sure that "space per one" not 0 !!!!

Atraikius
October 11th, 2002, 07:34 PM
Pick 1 is the the first choice, if that one isn't available, it will go on to pick 2, then 3, etc...

Majority and Secondary are two different abilities that it will attempt to place on the ship. If there is enough room after placing the Majority pick, it will go on to the Secondary and place the requested number of those.

There use to be a how to document that had a lot of playing and modding tips either from old discussion threads or help files people posted, but I don't know what happened to it. If you can find it, a lot of your questions were in it. Check the New Scenario/Mod forum, and have it show Posts from the Last 100 days to year - there should be an SEIV topic on Modding and Help tools that may be a help for you.

trooper
October 11th, 2002, 09:28 PM
So it's impossible to have three weapons on a ship...
boarding parties, point defense canons are not considered as weapons, I think ?

trooper
October 11th, 2002, 09:28 PM
You were right, the space per one was zero for secondary weapon... http://forum.shrapnelgames.com/images/icons/icon9.gif

I've got a another problem for tonight (and then I go to bed). The research queue.

Some expensive tech areas are developed although they don't appear in the IA_research.txt file (like psychology or physics 2) and of course very imporant fields such as fighters or troops are ignored.

Can't understand the problem...

[ October 11, 2002, 21:32: Message edited by: trooper ]

Suicide Junkie
October 11th, 2002, 10:43 PM
You can add more varieties of weapon if they have special abilities that you can call for using the miscellaneous components at the bottom of the design...

A good example is point defense cannons.

[ October 11, 2002, 23:48: Message edited by: Suicide Junkie ]

Gandalph
October 12th, 2002, 07:15 AM
Trooper - Many of your questions, and future questions you are going to ask, are covered at this LINK (http://galileo.spaceports.com/~kazharii/ModdingTutorial.html)

Fyron
October 12th, 2002, 10:13 AM
Actually... as useful as that link is, it does not address AI modding at all. I have never done that before, and I probably never will. http://forum.shrapnelgames.com/images/icons/icon12.gif

dumbluck
October 12th, 2002, 12:12 PM
Originally posted by Atraikius:
There use to be a how to document that had a lot of playing and modding tips either from old discussion threads or help files people posted, but I don't know what happened to it. If you can find it, a lot of your questions were in it. Check the New Scenario/Mod forum, and have it show Posts from the Last 100 days to year - there should be an SEIV topic on Modding and Help tools that may be a help for you.<font size="2" face="Verdana, Helvetica, sans-serif">This coming from the guy who wrote the awesome designfile cheat sheet. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif

EDIT: which can be found { here } (http://forum.shrapnelgames.com/ubbuploads/Atraikius/DesignCreation_CheatSheet.doc)

[ October 12, 2002, 11:16: Message edited by: dumbluck ]

trooper
October 13th, 2002, 04:34 PM
thanks for the link, it's quite useful to understand game mechanics... but quite useless to understand race modding (especially ship design) http://forum.shrapnelgames.com/images/icons/icon9.gif ...

I've got some other advanced AI modding questions , I post them in another thread.

Atraikius
October 14th, 2002, 07:32 PM
This coming from the guy who wrote the awesome designfile cheat sheet.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, I wasn't sure where to find the one already posted, and it hasn't been updated for Gold or for some errors that I know of. I just remembered that it had been included in a document that contained help files, and classic discussion threads for about everything you would want to know on both playing the game and modding. Should probally update it along with the cheat sheets I made myself for a couple of the other files.

[ October 14, 2002, 18:33: Message edited by: Atraikius ]

Atraikius
October 14th, 2002, 07:38 PM
Hey, wasn't the big playing and modding tips and QA document included in the extras section of the Gold CD?