Adding more than 5 Capitals?

Hello there, another question from a hapless modding noob.

Now that I've finally got the game to work without crashing, I've been playing around with trying to add new ships. I thought I'd try to add a 6th Battleship to build. I've successfully added the ship, but its kicked the Dreanought off the list instead of putting the icon for it on the bottom row of construction boxes. Confused I edited the Frigate shipyard, and added a 7th Frigate, and that happily added it to the bottom row of construction boxes no fuss.

Does the game limit you to 5 Capitals or am I missing a parameter somewhere to send ships to the bottom row of the construction box?
10,729 views 20 replies
Reply #1 Top
Just to show you what I did:

capitalShipInfo
Page:0
count 6
entityDefName "CAPITALSHIP_TECHBATTLESHIP"
entityDefName "CAPITALSHIP_TECHBATTLESHIP2"
entityDefName "CAPITALSHIP_TECHCARRIER"
entityDefName "CAPITALSHIP_TECHCOLONY"
entityDefName "CAPITALSHIP_TECHSUPPORT"
entityDefName "CAPITALSHIP_TECHSIEGE"

Reply #2 Top
As far as I know, nobody's figured out yet how to make the capital ship factory use the bottom row, so you can only have 5.
Reply #4 Top
Might I suggest checking the frigate / capitol factories to see if those files have any relevent data lines? (As in a compare / contrast)
Reply #5 Top
I am having a similar issue with tryong to add a third fighter/bomber type. I believe that there may be some option that needs to be added to the "window" files to tell the game where to display the creation buttons. I have not had any luck as of yet.
Reply #6 Top
Has anyone tried adding enough frigates for the build icons to spill over to the next row? If they have and there was no problem, then it is likely we have a bug on our hands.
Reply #7 Top
yes I tried it with the cruiser type frigate and it was spilling over the next row. My guess is that IC opened 2 rows for frigate because they had 6 light frigates but created only 1 row for cap and fighter because they didn't needed more. On the player.entity there are interesting lines. Answer is probably in those management files

UserActionIconOpenModulePage0 "ACTIONICON_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0"
UserActionIconOpenModulePage1 "ACTIONICON_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT1"
UserActionIconCloseModulePage0 "ACTIONICON_PLANET_CLOSEPLANETMODULEMANAGEMENT_ORBIT0"
UserActionIconCloseModulePage1 "ACTIONICON_PLANET_CLOSEPLANETMODULEMANAGEMENT_ORBIT1"
UserActionIconOpenPlanetCapitalShipManagement "ACTIONICON_PLANET_OPENCAPITALSHIPMANAGEMENTPSI"
UserActionIconClosePlanetCapitalShipManagement "ACTIONICON_PLANET_CLOSECAPITALSHIPMANAGEMENT"
UserActionIconOpenPlanetFrigateManagement0 "ACTIONICON_PLANET_OPENFRIGATEMANAGEMENTPSI0"
UserActionIconOpenPlanetFrigateManagement1 "ACTIONICON_PLANET_OPENFRIGATEMANAGEMENTPSI1"
UserActionIconClosePlanetFrigateManagement0 "ACTIONICON_PLANET_CLOSEFRIGATEMANAGEMENT0"
UserActionIconClosePlanetFrigateManagement1 "ACTIONICON_PLANET_CLOSEFRIGATEMANAGEMENT1"
UserActionIconOpenSquadManagement "ACTIONICON_CAPITALSHIP_OPENSQUADRONMANAGEMENT"
UserActionIconCloseSquadManagement "ACTIONICON_CAPITALSHIP_CLOSESQUADRONMANAGEMENT"
Reply #8 Top
Those look like the basic UI menu buttons though.
Reply #9 Top
Well if we can't add them yet, then I hope this is changed in the future. Seeing all those wasted empty boxes makes me sad =P

I'm going to keep playing around and trying though, will let you guys know if I find anything. Would appreciate the same if anyone else finds out. =)
Reply #10 Top
just tried playing around with the useractionicon lines. Trying to copy the way the frigates are done with the 0 and 1 results in the game hardlocking my computer when I try to enable the mod. Its too bad that this seems to be the sole issue for adding new cap ships, as Sins will recognize any new ship added, as shown if you remove an existing cap ship.
Reply #11 Top
Looked at a side by side comparison of the two Factories, and the only difference of conciquence (AKA: not hit points, build time, cost, etc.) is this line:

planetModuleRoleType "FRIGATEFACTORY" (or "CAPITALSHIPFACTORY")

I tried searching in the other files to see if these are defined anywhere, but again no dice.
Reply #12 Top
I saw that entry too and tried changing Capital to Frigate, but it seemed to have no obvious effect.
Reply #13 Top
Just to show you what I did:capitalShipInfo Page:0 count 6 entityDefName "CAPITALSHIP_TECHBATTLESHIP" entityDefName "CAPITALSHIP_TECHBATTLESHIP2" entityDefName "CAPITALSHIP_TECHCARRIER" entityDefName "CAPITALSHIP_TECHCOLONY" entityDefName "CAPITALSHIP_TECHSUPPORT" entityDefName "CAPITALSHIP_TECHSIEGE"
End of quote
Where is this defined? edit: nvm, figured it out
Reply #14 Top
Looks like 5 might be a hard-coded limit at the moment - I've gone through every file I can find, and not seen anything that looked like it would enable >5 cap ship types... You can have any number less than 5, just not a single one more (:( I think that there's a similar issue with adding extra fighter types - you can create different fighter squad types, which will work, but it seems you can't assign more than two types to one structure/carrier type... I hope this gets looked at in a future patch (or if a patch isn't necessary, perhaps a kindly developer could tell us what we're doing wrong!)
Reply #15 Top
I am having this problem too. I am trying to create capitol ship hero's. and it is not working becouse of this.
Reply #16 Top
Bump for 1.03 possibility, also adding a third page to the Frigate factory doesn't work (messes up UI then crashes)
Reply #17 Top
What if you created your own structure that builds your custom ships?
Reply #18 Top
What if you created your own structure that builds your custom ships?
End of quote


That's what I'm attempting to do now. The way it's done is so absolutely convoluted though it's proving to be more difficult than I thought. I don't see why frigates and their build order isn't simply defined in the structure rather than being in the player file, and why the class of the ship is linked to the structure. A simple "this structure builds this ship and this ship and this ship" would have much much easier.
Reply #19 Top
Curious as to why the devs have not addressed this question directly???
Reply #20 Top
I believe the max number of cap ship slots is hardcoded in the game .exe I have found several lines in the code, using uedit, that seem to activate the available slots for the factory. However, my attempt to add in my own lines to create the extra slots broke the .exe If anyone is more familiar with this than me, I hope you can take this info and run with it.