Stray thought: Super big carrier that carries KOLs as "fighters"!

I want one for X-mas!!!
5,319 views 11 replies
Reply #1 Top
It's possible. You just remap the Kol info into the fighter entity file, but make sure you follow the format in the original fighter file. Don't go adding anything. Then model and big-freaking-ship to replace the Kol, and have that ship have Kol 'Fighters' in their squadrons. It should be relatively easy. SHOULD BE. Sins does some crazy things though.
Reply #3 Top
Elaborating on derbal's post a bit. It's half-possible :P. You can't preserve capital ship levels, abilities, etc. If you type cast a capital ship into a fighter entity, essentially all you'll have is a fighter that looks like a Kol. Since it will also be a fighter entity, it won't be able to leave the gravity well without its host ship, and it will try to strafe around like fighters - and since it will be so big, it's probably going to start bumping into things unless fighters are coded to ignore collision detection.
Reply #4 Top
Elaborating on derbal's post a bit. It's half-possible . You can't preserve capital ship levels, abilities, etc. If you type cast a capital ship into a fighter entity, essentially all you'll have is a fighter that looks like a Kol. Since it will also be a fighter entity, it won't be able to leave the gravity well without its host ship, and it will try to strafe around like fighters - and since it will be so big, it's probably going to start bumping into things unless fighters are coded to ignore collision detection.
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Thanks for that. I didn't have time to go into complete detail. It's possible to do it, but it'd probably look pretty ridiculous.
Reply #5 Top
I was thinking more along the lines of a super-carrier that spawns KOLs when in battle, with a super-carrier MESH big enough to hold a couple dozen KOLs inside it, that way you keep all the power of the KOL, and you have a big-honkin' carrier :)

The KOL mesh is about 300 units long (or was it 300+ and 300-), and a fighter is 4 units +/-, so the carrier would need to be a planet or something...
Reply #6 Top
Oh, on a side note, one could make moons as planet objects that the planet spawns on startup, that take up no logistics slots...
Reply #7 Top
So you mean a ship that doubles as a factory, basically. That, at this time, is not possible. If we get what a lot of us have been asking for, it could be possible with the final mod tools. Right now, there are too many limits. Factories can't move or have gun ports. Ships can't be factories. You can't combine two entity types like what you want. Hopefully, fingers crossed, we will be granted the ability to do all of this and more.
Reply #8 Top
You can't preserve capital ship levels, abilities, etc.
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Awww. It would have been an interesting experiment to have said super-carrier launch sova carriers to launch smaller fighters.
Reply #9 Top
You can make an ability to create a ship, however I think that's limited to frigates. It wouldn't have to be an actual factory, but you also wouldn't be able to make the ability cost resources to cast. Just antimatter + cooldown and it poops out frigates.
Reply #10 Top
Im playing with something like that... the spawn siege ability and spawn missile platform abilities. If I could texture I would already have those done.
Reply #11 Top
You can also take a look at the Vasari Carrier capital's ultimate ability, Returning Armada ability, and I'm not positive but the Advent Illuminator's illusion ability might also have something along those lines.