OK, , erm….
First of all, gonna show you some code entries for a custom capship, used by npcs, so you can see how the script goes together, ok…
First define your ship…
<data file="data\ships\shiparch.ini" method="append"><source>
[Ship]
ids_name = 0 ;GENERATESTRRES("Nuit Destroyer")
ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><tra data="1" mask="1" def="-2"><just loc="center"><text>Stats</text><para><tra data="0" mask="1" def="-1"><just loc="left"><text><para><text>Guns/Turrets: 0/11</text><para><text>Armor: 19200</text><para><text>Cargo Holds: 2000</text><para><text>Max Batteries/NanoBots: 40/80</text><para><text>Optimal Weapon Class: 10</text><para><text>Max. Weapon Class: 10</text><para><text>Additional Equipment: 8xM, 2xCM</text><para><para></para></para></para></para></para></para></para></para></para></text></just></tra></para></just></tra></para></text></push></rdl></xml>")
ids_info1 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>Ra Frigate</text><para><tra data="0" mask="1" def="-1"><just loc="left"><para><text>The Ra Frigate is based on a heavily modified freighter design, intended to provide the Liberty Corporations with a heavily armed cargo vessel that can double as a Capital ship in Corporate wars.</text><para><para><text>[CLASSIFIED]</text><para></para></para></para></para></just></tra></para></just></tra></push></rdl></xml>")
ids_info2 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><text>Stats</text><para><tra data="0" mask="1" def="-1"><text><para><text>Gun/Turret Mounts:</text><para><text>Armor:</text><para><text>Cargo Space:</text><para><text>Max Batteries/NanoBots:</text><para><text>Optimal Weapon Class:</text><para><text>Max. Weapon Class:</text><para><text>Additional Equipment:</text> <para></para></para></para></para></para></para></para></para></text></tra></para></tra></push></rdl></xml>")
ids_info3 = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><text><para><text>0/11</text><para><text>19200</text><para><text>2000</text><para><text>40/80</text><para><text>10</text><para><text>10</text><para><text>8xM, 2xCM</text><para></para></para></para></para></para></para></para></para></text></para></text></push></rdl></xml>")
nickname = ADNuit-Player
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Libc
;mission_property = can_use_berths
;mission_property = can_use_med_moors
mission_property = can_use_large_moors
ship_class = 2
type = Freighter
;type = CRUISER
state_graph = CRUISER
pilot_mesh=generic_pilot
mass = 3000
hit_pts = 40000
hold_size = 1000
linear_drag = 1
steering_torque = 600000, 600000, 1200000
angular_drag = 1200000, 1200000, 2400000
rotation_inertia = 180000, 180000, 180000
nudge_force = 30000 ;30000
strafe_force = 40000 ;20000
strafe_power_usage = 200
max_bank_angle = 20
camera_offset = 15, 150 ; 25, 180
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 225
shield_battery_limit = 225
DA_archetype = ships\Custom\ADNuit\ADNuit.cmp
material_library = ships\Custom\ADNuit\ADNuit.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = ships\Custom\ADNuit\ADNuit.ini
explosion_arch = explosion_ge_atransport
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
explosion_arch = explosion_instant
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 3
shield_link=l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04
HP_tractor_source = HpTractor_Source
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01, HpMine02, HpMine03
hp_type = hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Cruise Disruptor Hardpoint
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Torpedo Hardpoint
hp_type = hp_gun_special_10, HpWeapon01 ;, HpWeapon02
hp_type = hp_turret_special_10, HpTurret_K1_01, HpTurret_K1_02, HpTurret_K2_01, HpTurret_K2_02, HpTurret_K2_03, HpTurret_K2_04, HpTurret_L2_01, HpTurret_R2_01, HpTurret_K3_01, HpTurret_K3_02, HpTurret_K3_03, HpTurret_L3_01, HpTurret_L3_02, HpTurret_L3_03, HpTurret_R3_01, HpTurret_R3_02, HpTurret_R3_03
hp_type = hp_cargo_pod, HpCargo01
[Ship]
ids_name = 0 ;GENERATESTRRES("Nuit Destroyer")
ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><tra data="1" mask="1" def="-2"><just loc="center"><text>Stats</text><para><tra data="0" mask="1" def="-1"><just loc="left"><text><para><text>Guns/Turrets: 0/11</text><para><text>Armor: 19200</text><para><text>Cargo Holds: 2000</text><para><text>Max Batteries/NanoBots: 40/80</text><para><text>Optimal Weapon Class: 10</text><para><text>Max. Weapon Class: 10</text><para><text>Additional Equipment: 8xM, 2xCM</text><para><para></para></para></para></para></para></para></para></para></para></text></just></tra></para></just></tra></para></text></push></rdl></xml>")
ids_info1 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>Ra Frigate</text><para><tra data="0" mask="1" def="-1"><just loc="left"><para><text>The Ra Frigate is based on a heavily modified freighter design, intended to provide the Liberty Corporations with a heavily armed cargo vessel that can double as a Capital ship in Corporate wars.</text><para><para><text>[CLASSIFIED]</text><para></para></para></para></para></just></tra></para></just></tra></push></rdl></xml>")
ids_info2 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><text>Stats</text><para><tra data="0" mask="1" def="-1"><text><para><text>Gun/Turret Mounts:</text><para><text>Armor:</text><para><text>Cargo Space:</text><para><text>Max Batteries/NanoBots:</text><para><text>Optimal Weapon Class:</text><para><text>Max. Weapon Class:</text><para><text>Additional Equipment:</text> <para></para></para></para></para></para></para></para></para></text></tra></para></tra></push></rdl></xml>")
ids_info3 = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><text><para><text>0/11</text><para><text>19200</text><para><text>2000</text><para><text>40/80</text><para><text>10</text><para><text>10</text><para><text>8xM, 2xCM</text><para></para></para></para></para></para></para></para></para></text></para></text></push></rdl></xml>")
nickname = ADNuit
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Libc
mission_property = can_use_large_moors
;ship_class = 2
;type = Freighter
type = Cruiser
;type = CAPITAL
;type = transport
state_graph = CRUISER
pilot_mesh=generic_pilot
mass = 4000 ; 2000
hit_pts = 40000
hold_size = 1000
linear_drag = 1
steering_torque = 600000, 600000, 1200000
angular_drag = 1200000, 1200000, 2400000
rotation_inertia = 180000, 180000, 180000
nudge_force = 30000 ;30000
strafe_force = 40000 ;20000
strafe_power_usage = 200
max_bank_angle = 20
camera_offset = 25, 180
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 225
shield_battery_limit = 225
DA_archetype = ships\Custom\ADNuit\ADNuit.cmp
material_library = ships\Custom\ADNuit\ADNuit.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = ships\Custom\ADNuit\ADNuit.ini
explosion_arch = explosion_ge_atransport
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
explosion_arch = explosion_instant
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 3
shield_link=l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04
HP_tractor_source = HpTractor_Source
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01, HpMine02, HpMine03
hp_type = hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Cruise Disruptor Hardpoint
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Torpedo Hardpoint
hp_type = hp_gun_special_10, HpWeapon01 ;, HpWeapon02
hp_type = hp_turret_special_10, HpTurret_K1_01, HpTurret_K1_02, HpTurret_K2_01, HpTurret_K2_02, HpTurret_K2_03, HpTurret_K2_04, HpTurret_L2_01, HpTurret_R2_01, HpTurret_K3_01, HpTurret_K3_02, HpTurret_K3_03, HpTurret_L3_01, HpTurret_L3_02, HpTurret_L3_03, HpTurret_R3_01, HpTurret_R3_02, HpTurret_R3_03
hp_type = hp_cargo_pod, HpCargo01</data>
<data file="DATA\Missions\mShipProps.ini" method="append"><source>
[mShipProps]
archetype_id = ADNuit-Player
;mission_property = can_use_berths
;mission_property = can_use_med_moors
mission_property = can_use_large_moors
state_graph = CRUISER
[mShipProps]
archetype_id = ADNuit
mission_property = can_use_large_moors</data>
<data file="DATA\EQUIPMENT\goods.ini" method="append"><source>
[Good]
nickname = ADNuit_hull
category = shiphull
ship = ADNuit-Player
;ship = ADNuit
price = 1 ;7115000
ids_name = 0 ;GENERATESTRRES("Nuit Destroyer")
item_icon = ships\Custom\ADNuit\ADNuit.3db
[Good]
nickname = ADNuit_package
category = ship
hull = ADNuit_hull
addon = sfx_rumble_cruiser, internal, 1
addon = infinite_power, internal, 1 ; Power Generator
;addon = ad_ra_power, internal, 1 ; Power Generator
addon = ad_nuit_engine_01, internal, 1 ; Engine
addon = ad_s_scanner_03, internal, 1 ; Deep Scanner
addon = ad_s_tractor_02, internal, 1
addon = ad_rclaw_shield_fr, HpShield01, 1
addon = ad_rclaw_shield_fr, HpShield02, 1
addon = ad_rclaw_shield_fr, HpShield03, 1
addon = ad_rclaw_shield_fr, HpShield04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
addon = SmallRed, HpRunningLight01, 1
addon = SmallRed, HpRunningLight02, 1
addon = SlowMediumWhite, HpRunningLight03, 1
addon = SlowMediumBlue, HpRunningLight04, 1
addon = SlowMediumBlue, HpRunningLight05, 1
addon = SlowMediumBlue, HpRunningLight06, 1
addon = SlowMediumBlue, HpRunningLight07, 1
addon = SlowMediumBlue, HpRunningLight08, 1
addon = SlowMediumRed, HpRunningLight09, 1
addon = SlowMediumGreen, HpRunningLight10, 1
addon = SlowMediumRed, HpDockLight01, 1
addon = SlowMediumGreen, HpDockLight02, 1
addon = SlowMediumRed, HpDockLight03, 1
addon = SlowMediumGreen, HpDockLight04, 1
addon = DockingLightRed, HpDockLight01, 1
addon = DockingLightRed, HpDockLight02, 1
addon = DockingLightRed, HpDockLight03, 1
addon = DockingLightRed, HpDockLight04, 1
addon = DockingLightRed, HpRunningLight03, 1
addon = DockingLightRed, HpRunningLight04, 1
addon = WhiteCone, HpHeadLight01, 1 ; White Cone
addon = WhiteCone, HpHeadLight02, 1 ; White Cone
addon = LargeWhiteSpecial, HpHeadLight01, 1 ; White Cone
addon = LargeWhiteSpecial, HpHeadLight02, 1 ; White Cone
;addon = cargopod_red, HpCargo01
addon = ad_sutekh_thruster, HpThruster01, 1
addon = ad_sutekh_cm, HpCM01, 1
addon = ad_sutekh_cm, HpCM02, 1
addon = ad_sekhmet_mine, HpMine01
addon = ad_sekhmet_mine, HpMine02
addon = ad_sekhmet_mine, HpMine03
;addon = ad_phantom_mine01, HpMine01
;addon = ad_phantom_mine01, HpMine02
;addon = ad_phantom_mine01, HpMine03
addon = ad_nuit_forward_gun01, HpWeapon01, 1
addon = ad_fleet_turret150, HpTurret_K1_01, 1
addon = ad_fleet_turret150, HpTurret_K1_02, 1
addon = ad_fleet_turret250, HpTurret_K2_01, 1
addon = ad_fleet_turret250, HpTurret_K2_02, 1
addon = ad_fleet_turret250, HpTurret_K2_03, 1
addon = ad_fleet_turret250, HpTurret_K2_04, 1
addon = ad_fleet_turret250, HpTurret_L2_01, 1
addon = ad_fleet_turret250, HpTurret_R2_01, 1
addon = ad_fleet_turret050, HpTurret_K3_01, 1
addon = ad_fleet_turret050, HpTurret_K3_02, 1
addon = ad_fleet_turret050, HpTurret_K3_03, 1
addon = ad_fleet_turret050, HpTurret_L3_01, 1
addon = ad_fleet_turret050, HpTurret_L3_02, 1
addon = ad_fleet_turret050, HpTurret_L3_03, 1
addon = ad_fleet_turret050, HpTurret_R3_01, 1
addon = ad_fleet_turret050, HpTurret_R3_02, 1
addon = ad_fleet_turret050, HpTurret_R3_03, 1
addon = ad_sutekh_torpedo01, HpTorpedo01, 1
addon = ad_sutekh_torpedo01, HpTorpedo02, 1
addon = ad_sekhmet_torpedo, HpTorpedo03, 1
addon = ad_sekhmet_torpedo, HpTorpedo04, 1</data>
Notice there are TWO ships that use the same mesh, one for players , type Freighter, and one for NPC’s, type Cruiser, because the game handles flight mechanics differently for big npc ships and they are virtually unflyable by mere humans…
Player ships have a ‘package’ that defines what equipment you get when you buy it, npc ships dont have these they use ‘loadouts’
Cap ships go in the special loadouts file, player ships can use these too, but special ships with standard loadouts cause problems, so…
;*** Loadouts for Warships ***
<data file="data\ships\loadouts_special.ini" method="append"><source>
;**** Npc loadout for Nuit Class Destroyer ****
[Loadout]
nickname = ADNuit_Loadout
archetype = ADNuit
equip = sfx_rumble_cruiser, internal, 1
equip = infinite_power, internal, 1 ; Power Generator
;equip = ad_ra_power, internal, 1 ; Power Generator
equip = ad_nuit_engine_02, internal, 1 ; Engine
equip = ad_s_scanner_03, internal, 1 ; Deep Scanner
equip = ad_s_tractor_02, internal, 1
equip = ad_rclaw_shield_fr, HpShield01, 1
equip = ad_rclaw_shield_fr, HpShield02, 1
equip = ad_rclaw_shield_fr, HpShield03, 1
;equip = ad_rclaw_shield_fr, HpShield04, 1
equip = contrail01, HpContrail01, 1
equip = contrail01, HpContrail02, 1
equip = contrail01, HpContrail03, 1
equip = contrail01, HpContrail04, 1
equip = SmallRed, HpRunningLight01, 1
equip = SmallRed, HpRunningLight02, 1
equip = SlowMediumWhite, HpRunningLight03, 1
equip = SlowMediumBlue, HpRunningLight04, 1
equip = SlowMediumBlue, HpRunningLight05, 1
equip = SlowMediumBlue, HpRunningLight06, 1
equip = SlowMediumBlue, HpRunningLight07, 1
equip = SlowMediumBlue, HpRunningLight08, 1
equip = SlowMediumRed, HpRunningLight09, 1
equip = SlowMediumGreen, HpRunningLight10, 1
equip = SlowMediumRed, HpDockLight01, 1
equip = SlowMediumGreen, HpDockLight02, 1
equip = SlowMediumRed, HpDockLight03, 1
equip = SlowMediumGreen, HpDockLight04, 1
equip = DockingLightRed, HpDockLight01, 1
equip = DockingLightRed, HpDockLight02, 1
equip = DockingLightRed, HpDockLight03, 1
equip = DockingLightRed, HpDockLight04, 1
equip = DockingLightRed, HpRunningLight03, 1
equip = DockingLightRed, HpRunningLight04, 1
equip = WhiteCone, HpHeadLight01, 1 ; White Cone
equip = WhiteCone, HpHeadLight02, 1 ; White Cone
equip = LargeWhiteSpecial, HpHeadLight01, 1 ; White Cone
equip = LargeWhiteSpecial, HpHeadLight02, 1 ; White Cone
;equip = cargopod_red, HpCargo01
equip = ad_sutekh_thruster, HpThruster01, 1
equip = ad_sutekh_cm, HpCM01, 1
equip = ad_sutekh_cm, HpCM02, 1
equip = ad_sekhmet_mine, HpMine01
equip = ad_sekhmet_mine, HpMine02
equip = ad_sekhmet_mine, HpMine03
equip = ad_nuit_forward_gun01, HpWeapon01, 1
equip = ad_fleet_turret150, HpTurret_K1_01, 1
equip = ad_fleet_turret150, HpTurret_K1_02, 1
equip = ad_fleet_turret250, HpTurret_K2_01, 1
equip = ad_fleet_turret250, HpTurret_K2_02, 1
equip = ad_fleet_turret250, HpTurret_K2_03, 1
equip = ad_fleet_turret250, HpTurret_K2_04, 1
equip = ad_fleet_turret250, HpTurret_L2_01, 1
equip = ad_fleet_turret250, HpTurret_R2_01, 1
equip = ad_fleet_turret050, HpTurret_K3_01, 1
equip = ad_fleet_turret050, HpTurret_K3_02, 1
equip = ad_fleet_turret050, HpTurret_K3_03, 1
equip = ad_fleet_turret050, HpTurret_L3_01, 1
equip = ad_fleet_turret050, HpTurret_L3_02, 1
equip = ad_fleet_turret050, HpTurret_L3_03, 1
equip = ad_fleet_turret050, HpTurret_R3_01, 1
equip = ad_fleet_turret050, HpTurret_R3_02, 1
equip = ad_fleet_turret050, HpTurret_R3_03, 1
equip = ad_sutekh_torpedo01, HpTorpedo01, 1
equip = ad_sutekh_torpedo01, HpTorpedo02, 1
equip = ad_sekhmet_torpedo, HpTorpedo03, 1
equip = ad_sekhmet_torpedo, HpTorpedo04, 1</data>
You can have more than one loadout for the same ship, depending on faction, pilot class etc…
The package and loadout use custom equipment, you had examples of how to make those earlier in the thread…
Now we have to issue the ship to a faction so their npcs can use it…
That means telling the game it IS an npc ship
; *******************
; NPC Ships
; *******************
<data file="data\missions\npcships.ini" method="append"><source>
[NPCShipArch]
nickname = Nuit_Destroyer
loadout = ADNuit_Loadout
level = d14
ship_archetype = ADNuit
pilot = ad_capship ;cruiser_default ;gunship_ace
state_graph = CAPITAL
npc_class = lawful, unlawful, class_destroyer, class_armored, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19</data>
Then decide who gets the new toy, and what formations they can use with it
; *******************
; Faction Props - Who gets what...
; *******************
<data file="data\missions\faction_prop.ini" method="sectionappend">[FactionProps]
affiliation = co_vr_grp
<source>
npc_ship = ADPhantom_Co_d1-5
npc_ship = ADPhantom_Co_d6-10
npc_ship = ADPhantom_Co_d11-19
;npc_ship = Geb_Cruiser
;npc_ship = Nuit_Destroyer
npc_ship = Ra_Frigate_NoCap
npc_ship = Maat_Corvette
npc_ship = Ptah_Gunship
;npc_ship = ADCrowTrans
formation = sc_gunships, gunship_box
formation = sc_capital, fleet_ops
formation = sc_fleet2, cruiser-4-escort
formation = sc_fleet3, gunship_box
formation = sc_fleet4, gunship_box</data>
so now we have two ships, one you can sell to a player (see the markets entry in an earlier post for how to do that) and one for npcs, and we have issued the ship to a faction, their npcs will now use that ship depending on the ship class, and what population zones are in your star systems
So lets set up some ship classes
; *******************
; NPC Ship Classes
; *******************
; *** New Cap Ship Encounter Classes ***
; new ship classes for the cap-enc fleet-ops code
; class_ gunship class_gunboat class_ frigate class_destroyer class_cruiser class_battleship
; ** dont need these as vanilla game already has them
;[ShipClass]
;nickname = sc_gunboats
;member = class_gunboat
;[ShipClass]
;nickname = sc_cruisers
;member = class_cruiser
<data file="data\missions\shipclasses.ini" method="append"><source>
[ShipClass]
nickname = sc_destroyers
member = class_destroyer
[ShipClass]
nickname = sc_battleships
member = class_battleship
[ShipClass]
nickname = sc_gunships
member = class_gunship
;member = class_gunboat
[ShipClass]
nickname = sc_frigates
member = class_frigate
[ShipClass]
nickname = sc_capital
member = class_battleship
member = class_cruiser
member = class_destroyer
member = class_frigate
[ShipClass]
nickname = sc_fleet1
member = class_battleship
member = class_cruiser
[ShipClass]
nickname = sc_fleet2
member = class_cruiser
member = class_destroyer
member = class_frigate
[ShipClass]
nickname = sc_fleet3
;member = class_frigate
member = class_gunboat
member = class_gunship
[ShipClass]
nickname = sc_fleet4
member = class_gunship
member = class_fighter</data>
Ok, we have ships and ship classes, and npc entries, what next…
encounters…
; ************* Patrols + Capships...
<data file="data\missions\encounters\patrolp_assault.ini" method="replace"><dest>[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1</dest>
<source>
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
formation_by_class = fighters
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[EncounterFormation]
ship_by_class = 1, 1, sc_fleet2, +1
pilot_job = assault_leader_job
make_class = class_patroller
ship_by_class = 0, 2, sc_fleet3, -1
pilot_job = assault_job
ship_by_class = 0, 2, sc_fleet4, -1
pilot_job = assault_job
ship_by_class = 1, 1, sc_fighters, +1
pilot_job = escort_leader_job
ship_by_class = 1, 3, sc_fighters
pilot_job = escort_job
formation_by_class = sc_fleet2
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1</data>
; ************* Area Defend
;whats in the file already for info
; 2-3 fighters per patrol
;ship_by_npc_arch = 1, 1, ke_ship
;pilot_job = pilot_0
;formation = delta_high
;longevity = 50
;explicit_group = ku_p_grp
;[EncounterFormation]
;ship_by_class = 1, 1, sc_fighters
;pilot_job = defend_leader_job
;make_class = wanderer
;ship_by_class = 1, 2, sc_fighters, -1
;pilot_job = defend_job
;make_class = wanderer
;formation_by_class = fighters
;behavior = wander
;arrival = all, -tradelane, -object_jump_gate
;allow_simultaneous_creation = yes
;zone_creation_distance = 0
;times_to_create = infinite
<data file="data\missions\encounters\area_defend.ini" method="replace"><dest>[Creation]
permutation = 0, 3</dest>
<source>
[EncounterFormation]
ship_by_class = 1, 1, sc_fleet2
pilot_job = defend_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_fleet3
pilot_job = defend_job
make_class = wanderer
formation = cruiser-4-escort
;formation_by_class = sc_fleet2
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 2</data>
; ************* Area Assault
<data file="data\missions\encounters\area_assault.ini" method="replace"><dest>[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 1</dest>
<source>
[EncounterFormation]
ship_by_class = 1, 1, sc_fleet2, +1
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 0, 2, sc_fleet3, -1
pilot_job = assault_job
make_class = wanderer
ship_by_class = 0, 2, sc_fleet4, -1
pilot_job = assault_job
make_class = wanderer
ship_by_class = 1, 1, sc_fighters, +1
pilot_job = escort_leader_job
make_class = wanderer
ship_by_class = 1, 3, sc_fighters
pilot_job = escort_job
make_class = wanderer
formation_by_class = sc_fleet2
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite
[Creation]
permutation = 0, 3
permutation = 1, 2</data>
So, now as long as your ships have the right ‘class_whatever’ entries in their npcships definitions, the factions will use the ships, you get a chance of small capship patrols for any faction that 1 has capships, and 2 uses area_assault, area_defend or patrolp_assault encounter types, without having to edit a single star system ini to add them, and generally without having to fill up the area round your stations with loads of lumbering warships, scaring the merchants away and filling your pop caps
“Anyway, how can I use the gf_no_largeengine as effect on Hp?”
Basically you don’t
You use “addon =” to add that ENGINE to a player ship package, or “equip =” to add that engine to an npc ship loadout.
check the package and loadouty entries for the Nuit Destroyer above, see where they have custom engine entries?
equip = ad_nuit_engine_02, internal, 1 ; Engine
You would replace ‘ad_nuit_engine_02’ with for example ‘davis_cruiser_engine_01’.
Then make your custom engine
;**** Engine ****
<data file="DATA\EQUIPMENT\engine_equip.ini" method="append"><source>
[Engine]
nickname = davis_cruiser_engine_01
ids_name = 263887
ids_info = 264887
volume = 000.000000
mass = 10
max_force = 300000
linear_drag = 10000
reverse_fraction = 0.100000
;flame_effect = gf_li_largeengine01_fire
;trail_effect = gf_li_largeengine01_trail
;**** we comment out the old liberty engine effects and add the new ones we want, there is no trail so we add something else to make it pretty and different...
flame_effect = gf_no_largeengine01
trail_effect = gf_co_smallengine03_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_cruiser
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270</data>
So there is your custom engine, like a lib cruiser, but with different effects, then you just stick that in the package and loadout entries for your player only and npc only versions of your capship and TaDa! It should all work, if you didnt mistype, or something…
As for editing the Hp’s, yeah nomad engines do have extra stuff, soooo, you move the hp back and forth till it fits.
you say the fighters effects are too small for the exaust nozzles? How much too small, half the size needed?
use 4 instead of 1, spaced out in the nozzle so they overlap slightly, say 0.75 -1.0 units apart, center to center, so for example if the engine nozzle center was at
0, 0, 70
Your 4 hpengine?? hardpoints would be at
0, 0.75, 70
0, -0.75, 70
0.75, 0, 70
-0.75, 0, 70
I’ve had 12 exaust nozzles on a ship, with no problems…
WARNING hpengineglow?? hardpoints, dont fit more than 8, fit em behind groups of hpengine?? hardpoints, in this example you would only use 1 hpengineglow say at 0, 0, 75
Remember to edit the number of exaust nozzles in the shiparch.ini entries to match the new number of hpengine?? hardpoints…