How can I add Capital ships when in/at mission?
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How can I add capital ships when in/at mission?
Cause I would like some challenging mission.
What file/s should I modify?
Or at least post it here on how to do the modifications to allow capital ships as an enemy ship when in/at mission.
Please help me.
Thanks.
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wasabitoy wrote:
How can I add capital ships when in/at mission?Cause I would like some challenging mission.
What file/s should I modify?
Or at least post it here on how to do the modifications to allow capital ships as an enemy ship when in/at mission.
Please help me.
Thanks.
1. If you mean a flyable capital ships, you must copy the ship and readd it as a class_fighter in npcships.ini
For Exp:
[NPCShipArch] nickname = Bretonia_Gunboat_d23 loadout = YOURLOADOUT level = d23 ship_archetype = br_gunboat pilot = gunboat_default state_graph = GUNBOAT npc_class = lawful, [b]class_fighter[/b], d19
For any other ship will unable for mission, i don’t know if there is a offset to break the ship class check.
2. If you mean the fixed ship just add them to the KillableSolars.ini
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Its been a while since i did this but if you mean you want to take a mission to kill battleships theres a few things…
(This is for multiplayer i have no idea if it will work in singleplayer).TYPE 1
If you want to destroy a stationary battleship that has fighters defending it you need to add:data\randommissions\killablesolars.ini:
[KillableSolar]
nickname = rm_dreadnought_li_D1-D20
solar_type = Big_Solar
string_id = 5
archetype = rm_l_dreadnought
loadout = rm_l_dreadnought_li_01
hitpoints = 50607, 50607
difficulty = 0.018324, 16.458324
pilot_choices = 1
faction = gd_bh_bh <–Choose the faction/factionsNow when you choose to a mission to kill a station of the faction highlighted above… the station will be a stationary battleship instead of a base.
TYPE 2
If you want to take a mission to destroy moving (or piloted) battleships, again you need to do some editing:If you need the full coding either post here or send me a pm of the faction you want to fly the battleship(s), in the meantime heres the basics:
you need to make sure the faction you want will infact fly capitals… you will need to add the ships they fly and
formations they use in the faction_prop.ini
example = for the bountyhunters:[FactionProps]
affiliation = gd_bh_grp
npc_ship = Liberty_Battleship
formation = battleships, battleship_wallYou also need to change some code in data\missions\npcships.ini
Normal:
[NPCShipArch]
nickname = gd_bh_bh_elite2_d19
loadout = gd_bh_bh_elite2_loadout02
level = d19
ship_archetype = bh_elite2
pilot = pilot_bh_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d19Change to:
[NPCShipArch]
nickname = gd_bh_bh_elite2_d19
loadout = Liberty_Battleship_Loadout
level = d19
ship_archetype = li_dreadnought
pilot = pilot_bh_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d19They need loadouts too data\ships\loadouts.ini
[Loadout]
nickname = Liberty_Battleship_Loadout
archetype = li_dreadnought
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_battleship
equip = ge_lbd_engine_01
equip = li_battleship_flak_turret01, HpTurret_L4_03
equip = li_battleship_flak_turret01, HpTurret_L4_04
equip = li_battleship_turret01, HpTurret_L1_01
equip = li_battleship_turret01, HpTurret_L2_01
equip = li_battleship_turret01, HpTurret_L3_01
equip = li_battleship_turret01, HpTurret_L4_01
equip = li_battleship_turret01, HpTurret_L4_02
equip = li_battleship_turret01, HpTurret_L4_05
equip = li_battleship_turret01, HpTurret_L4_06
equip = li_battleship_turret01, HpTurret_L4_07
equip = armor_scale_9
equip = SlowLargeBlue, HpRunningLight15
equip = SlowLargeBlue, HpRunningLight17
equip = SlowLargeBlue, HpRunningLight33
equip = SlowLargeBlue, HpRunningLight09
equip = SlowLargeBlue, HpRunningLight11
equip = SlowLargeBlue, HpRunningLight34You may need to add/change formations they use otherwise the ships will spawn on top of eachother.
Also be warned… this is just a quick example and using this method will mean that any Bountyhunter fighters that are level 19 will be flying liberty battleships instead of a very heavy fighter.
But when you take a level 19 mission to kill bountyhunter ships they should ALL be all flying capitals.As i said at the top of this post… it’s been a long time since i actually did this, so there maybe errors/ bits missing, but it should help you getting started with it.
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I’ve been looking for this, where do you change the formations?? I got them working a while ago but they were stacked like pancakes.
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formations.ini
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I knew where it was, I also know that it is connected to the fighter formation only (I don’t want to change that)
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Ahh ok, np
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Nightstalker wrote:
I knew where it was, I also know that it is connected to the fighter formation only (I don’t want to change that)This isnt tested, but you could try to make a new faction that use the same name/rep values etc as an existing faction, but have the new ones fly battleship formations instead of fighter ones.
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Wait, isn’t there missions where you take down freighters and a escort?? I’m at work, so I cannot look that up right now. If there is, it would be easier to change those formations.
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you can code a story mission like that, Nightstalker. but no, random missions have no such content. there are always fighter wings, whether you have to eliminate one target or engage the whole patrol. (let’s just consider weap platforms or pseudo-stations as an addition to the usual case).