Giving Frigates Levels

I've been trying to give Frigates levels, mostly out of curiosity, but I've been pretty unsuccessful.

I've tried copying in parts of the cap ship level identifiers over into a frigate's entity file, but that didn't work. And creating a "cap ship" with the frigate's stats didn't work with the cap ship in the frigate factory's page.

I'd like to know two things:

First, and obviously, can it be done?

Second is has it been done before, and are there any mods that use this that I could look off of and see how they did it?

7,585 views 14 replies
Reply #1 Top

1. No

2. Several have tried the closest has been Teal-Blue

Reply #2 Top

Alright. So, further questions:

Is it possible to set the number of crews a cap ship uses?

Is it possible to set the max levels for a ship? IE, Ship A can have up to 3 levels, while Ship B can have the full 10?

Is it possible to have abilities that have more than three levels?

Is it possible to set the number of ability points a ship gets per level?

Reply #3 Top

1. yes

2. dont know, I do know the max is 10 but after that not sure

3. no

4. um...no most likely

Reply #4 Top

Thanks... Now, is the crews set per cap ship (So I could have the Carrier use 2 crews but the Battleship use only 1 if I wanted to), or is it just a global thing?

Reply #5 Top

set per cap

edit: check that, I did some quick research, cant find anything that will change the crew amount cost

Reply #7 Top

Thanks, I saw that earlier. Much useful information, but it doesn't cover things like what can be assigned to each ship and what's a global

Reply #8 Top

It might be hardcoded... I have no idea though

Reply #9 Top

herm... i just had an idea... (cause i had a similar idea once... i think it died somewhere down the forums...)

what... if... (and as you can tell i am not a modder... ima just spitting out ideas) you had a capital ship factory, and a mini-capital ship factory... if that makes any sence... make the frig factory act like a capital ship factory, and all the frigs and cruisers "mini-caps" so that... they act like capital ships.? (although, i think this will make frigs take up capital ship slots... which is actually something i wanted it to do in my original idea anyway)

Reply #10 Top

Quoting Ryat, reply 1
1. No

2. Several have tried the closest has been Teal-Blue
End of Ryat's quote

Not so sure Ryat, Teal i think came up with one yet alhough was not that successful ships did have levels

Reply #11 Top

For my project, I'm re-organizing the ships into "Heavy" "Light" and "Utility"

Heavy ships require cap ship crews, and consist of the standard cap ships, the Heavy cruiser, the Command cruiser, the Carrier cruiser, and the Siege Frigate (Which will be a cruiser)

Light ships and Utility ships don't require the cap ship crews. Light ships are most of the remaining combat ships (Support cruiser, Scout frigate, Light frigate, LRM frigate, and Flak frigate), and Utility ships are those that don't really involve combat against other ships - Colony frigates, Starbase cruisers, Anti-Station cruisers, and the Vasari Minelayer. 

Of course, this is just the start of it. My overall goal is to make a version of Sins that has a much smaller fleet, but where each individual ship is more powerful. There will be more capital ship crews (Due to the Cruisers requiring crews as well), but a fleet consisting of a few cap ships, a handful of Heavy ships, and a bunch of light ships would be a mid-large fleet.

Granted, the farthest I've got is getting the Kodiak into the Cap Ships section, and a few modifications to it. I'm still working on its abilities, and I've somewhat hit a wall

I'd like a passive ability to increase the amount of hull it has - but everything I've tried has simply resulted in an ability that does nothing. Thankfully, I've only got one minidump so far in testing them, but it's still a bit aggravating. Anyone have any clues as to how to accomplish this?

Reply #12 Top

Alright. So, further questions:

1.  Is it possible to set the number of crews a cap ship uses?

2.  Is it possible to set the max levels for a ship? IE, Ship A can have up to 3 levels, while Ship B can have the full 10?

3.  Is it possible to have abilities that have more than three levels?

4.  Is it possible to set the number of ability points a ship gets per level?
[/quote]

 

There may be other ways, I just did what i thought was easiest, and it turned out not quite as easy,  :)

But anyway, setting Frigates with levels can be done by converting them to Capitals. Now part of the problem is the cap crew requirement and the cap limit on Capitals at 16 ships. Those can be worked around by either adjusting costs of the research for the crews and raising the limit to something else, 48? which is 3 times the normal. Or something very outside, like maybe 200 or so?

When you do this you will have to make them available through the Capital factory, since they are now Capitals, or spawn them. Terraziel was kind enough to show me how, look at fleetbeacon for the Vasari and look at the form.

Frigate Tech AntiFighter

a similar line for a cap should look like:

CapitalShip Tech BattleShip

or whatever.

In the cap factory you can only get 9 slots, that is all there is. But by spawning, you could have as many Capitals as you like and simply create fleetbeaconTech1 with one set of ships, fleetbeaconTech2 with another, it is tedous to convert a frigate to a capital, but use one of the other caps as a model and simply change out the hudicons, smallicons, infocard icons, the picture and mainview icon, the names, unless you want to use the original, and that is easier, is to make a new name and add it to the string file in the string folder. You will want to use the Frigate mesh and the frigate shield mesh in the mesh calls and change out weapon types if that is what you prefer, like something along the lines of the original. The mass should stay at 10000 unless you want to make it heavier or lighter, and the speeds as well, something approximating a cap, or something closer to the original, or even way faster, or slower if that is what you want. In effect take a look at each line as it is in the Frigate entity against the cap entity and adjust as you see best. But the specifics that identify the Frigate need to be in the Cap, if that is your intent, to have a ship that looks like a Frigate, even a giant frigate in a cap form.  :)

Also, if you spawn capitals, you will need to adjust the fleetpoints that the fleetbeacon uses i think the range is 45 min to 60 max. If you add a CapitalScout that uses 50 fleet supply points you will need to add that, so we now have 110. Or you can adjust the cost however you see is best.

In addition you may want to use Newboergs Resize tool, its on the forums, just do a search, to adjust the size of the mesh file for the ship. So your CapitalScout is now twice as large as a normal scout.  :)  Make sure to convert the text version of the mesh, if you have the binary you will need to convert to text first. The convertdata for entrenchment and Dekraniks Convert tool or Harpo's is very good at that.  :)

Now, about your questions:

Alright. So, further questions:

1.   Is it possible to set the number of crews a cap ship uses?

2.   Is it possible to set the max levels for a ship? IE, Ship A can have up to 3 levels, while Ship B can have the full 10?

3.   Is it possible to have abilities that have more than three levels?

4.   Is it possible to set the number of ability points a ship gets per level?

 

1. Set the number of crews a cap ship uses?  I'm not sure i understand. each ship requires 1 crew, and i believe that is set in the gameplay.constants or the galaxydef file, there is the entity file for the research for the ships as well, which may be exactly where to change it, if it is changeable. I thought, though i could be mistaken, that it was one to one. One crew to one ship.

2. Set the max levels for a ship? This is in the galaxydef file i believe, but im under the impression it is across the board for capitals as a group, not individual ships.

3. Abilities with more than 3 levels? Interesting, this is a nice thought, and i would love to see it, however i have only seen three listed, like the number of weapons per ship, it may be that, that is all we have available to us. But send an email to the devs to ask, they of course know absolutely.  :)

4. Set ability points per ship per level?  If you mean, can i level from level 1 to level 2 and get two or three, or whatever points available to me to upgrade several abilities at once with? That i believe is tied to the ship leveling once, from level 1 to level 2, which then grants me 1 ability point to use on whatever ability i want, except the ones locked out until the 6th level i believe.  I don't think this is changeable in a file anywhere, but to be honest, haha, i didnt give up when someone told me no it couldnt be done.  :)  Usually i went off and asked questions until i found something somewhere that was somehow related to what i wanted.  :)  Even round about work arounds that got me only half way there were better than saying it couldnt be done.  Haha, :)  Anyway, ask the devs, they are the source here and know much better than any of us. 

Although there are some modders out there that are pretty close and have done things the devs maybe didnt think about yet. The one where the guy made a revolving turret around one of the ships using particle forge comes to mind.  :)

Anyway, i hope i have helped somewhat, sorry if my answers are not as definitive as you would like, keep asking and working on it though, you may figure it out, or someone else may and share it with you.  That is what makes things so great here.  :)

Take care,

-Teal

 

 

 

 

Reply #13 Top

What I've ended up doing was making Cruisers minor cap ships, with two abilities each and then two "shared" cruiser abilities (Because having unspendable skill points is just messy and annoying). Since I'm aiming for a "Small fleet" type of play, I've only increased the number of cap ship levels to a max of 25. So basically, what you described is what I did.

I'm not interested in changing the global values for most things - Each thing would be on a per-ship level. So a Kodiak cruiser would have 5 levels max, but a Kol battleship would have the full 10. It seems that is not possible, however.

Reply #14 Top

Glad you got it working, sorry about the 3 level for one and ten level for the other ship not happening. Keep looking for an answer though, or keep asking around, i still think there is a way to get at this, sorta.