Modding ships

Command Points system support

Hi all,

I'm new here, though not new in the modding area :P .

I'm currently modding some of the ships from the original Sose 1.15, and I encountered a blocker. Maybe someone could help me with this, because I'm not sure if it's a feature, bug or just me :D .

So, I was trying to implement CommandPoints system in Frigate type ships, and it doesn't work. As soon as I add anything related to command points system (e.g. StartValue, ValueIncreasePerLevel OR Level:0, Level:1, Level:2) the game crashes. It seems that the game is expecting only straight values for frigates and cruisers:

MaxHullPoints 750.0        <= WORKS OK!

and NOT:

MaxHullPoints                 <= CRASH
   Level:0 750.000000
   Level:1 1000.000000
   Level:2 1250.000000

NOR

MaxHullPoints                 <= CRASH
    StartValue 750.000000
    ValueIncreasePerLevel 250.000000

Has anyone encountered such a problem before?

Thanks for any help in advance.

4,789 views 5 replies
Reply #1 Top

Frigates don't have levels...

 

Reply #2 Top

Yes, using capital ship syntax for frigates will crash. How is this a problem?

Reply #3 Top

Thanks for reply guys,

Well, the question is why should that not be allowed? It turnes out to be another hardcoded and unmoddable part of the game.

Cheers

Reply #4 Top

There is a difference between arbitrary hardcoded limits and throwing in random syntax on various lines and expecting it to work. I don't add "numFinishConditions 1" to a entity definition for a battlecruiser - there's no reason to think that a ship that doesn't have levels will work if you define level parameters for it.

Reply #5 Top

Quoting Carbon016, reply 4
There is a difference between arbitrary hardcoded limits and throwing in random syntax on various lines and expecting it to work. I don't add "numFinishConditions 1" to a entity definition for a battlecruiser - there's no reason to think that a ship that doesn't have levels will work if you define level parameters for it.
End of Carbon016's quote

Ship is a ship, no matter if it's a frigate or capital ship, and to differentiate one from another one must specify entityType, then most of the entries is the same, and if it wasn't hardcoded in the engine, you could add CommandPoints to a planet.

Real modding is all about it, it starts when you can mix things together and do odd stuff, not just changing pre-existing values (maxHullPoints 50 to 100).

So, the problem lays within limitations of an entity of the same kind (ship is a ship, starbase is a starbase, astral body is astral body, particle is particle), it doesn't matter what's its derived type, what matters is its base. I'm not talking about adding planet parameters to a ship, or setting particle lifetime on a planet body.

Cheers