ill use reference to clairify, since were all new to this essentially.
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_0"
SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_1"
SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PHASECOLONY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "CapitalShip_PhaseColony"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_PhaseColony"
ExplosionName "CapitalShip0"
CommandPoints
StartValue 1.200000
ValueIncreasePerLevel 0.250000
weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.020000
weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.060000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
formationRank 2
minShadow 0.000000
maxShadow 0.500000
that highlighted line can have several diffrent meshes that are dependent on research. (for a cap ship)
MeshNameInfoCount 4
MeshNameInfo
meshName "PlanetModule_TechOrbitalGaussDefense"
criteriaType "None"
MeshNameInfo
meshName "PlanetModule_TechOrbitalGaussDefenseMissiles"
criteriaType "Research"
prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
Level 1
MeshNameInfo
meshName "PlanetModule_TechOrbitalGaussDefenseRailGun"
criteriaType "Research"
prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
Level 1
MeshNameInfo
meshName "PlanetModule_TechOrbitalGaussDefenseMissilesAndRailGun"
criteriaType "Research"
prerequisites
NumResearchPrerequisites 2
ResearchPrerequisite
Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
Level 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
Level 1
meshNameIncreasedEffectName "GaussGetupgrade"
meshNameDecreasedEffectName "Gaussloseupgrade"
is an example of the tec guss gun, only one problem, these dont "enable" weapons like i want, that just bolt on extra abilitys that fire from the given "mesh" as for the last two lines, still got no idea what they mean.
Weapon
WeaponType "Missile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 300.000000
DamagePerBank:BACK 300.000000
DamagePerBank:LEFT 300.000000
DamagePerBank:RIGHT 300.000000
Range 10500.000000
PreBuffCooldownTime 10.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "StarBaseUpgradeLevel"
requiredStarBaseWeaponLevel 2
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000
references a file for the starbase, more specifically, the StarBaseUpgradeTechWeapons.entity file. as you said it is not research and thus would probly not work on any other file than the starbase. but this is a beta and you can hope something changes in later releases. Another thing that would be nice is if you could make "ships" that are essentialy like the starbase is, just able to phase.