Strike Craft ideas for a new mod

(Or if i didnt have enough to do already... why do i run out for more?) :)

I have been following several of the forum posts on strike craft recently, i suppose they just caught my eye. Several want different things of course, some lament, some praise, some scoff and throw rocks!   :)   Almost.

Anyway. I put together a very small strike craft mini mod, that just changes the numbers for frigates and for capitals. Nothing too elaborate. just 8 for the frigates, up from 1. And the capitals to start at 10 and go to 12 for all except the carrier, which goes to 25, (10 + 1.5 over 10 levels). It seems enough to turn the tide in a medium battle, but not enough to unbalance the game. So the people who asked for it are now happy, I think.  :)

Anyway, i am now trying to make different "kinds" of fighters and bombers. And am trying to move capital abilities over to the fighters/bombers. With drastic results. I thought i might try to "build" a frigate with the image of the fighter and then add the abilities and go from there. But the structure of the fighter/bomber is fundamentally different than the frigate file. I suppose because one is independent and one is not. (The fighter is not independent as it is generated from building the ships that then generate the fighters and bombers)

Anyway, the devs have already made things wonderfully modular, and makes for moving things from one area to another relatively easy. Well, haha, that is sort of a relative relative thing.  :)  Anyway, i am hoping of course that it only continues with the expansions, and perhaps some of what is difficult now, will be easier later. But in the meanwhile, if anyone, has figured out a way to move abilities over to fighters/bombers please drop a note so that i can learn.

Thank you and take care,

-Teal

 

 

14,992 views 17 replies
Reply #1 Top

I don't think you can.  You can give them abilities via their attached ship however.  I suggest you look at the Sova's Heavy Strike Craft ability and its buffs for further details.  They are AbilityHeavyFighters.entity and BuffHeavyFighters.entity.  Using buff chaining you could give strikecraft EMP missiles by linking a modifed Cluster Missile ability to them through the frigate.  Yes, it is possible to do something like that.  7 Deadly Sins BETA D will have disabling ion cannons for the ISD's that the Empire has.  Yes, they will be even more OP.

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Reply #2 Top

:)  Thank you SpardaSon21 !!  I will look at those and thank you for pointing me in that direction. :)

Oh, what does OP mean?

 

Reply #3 Top

OverPowered.

Reply #4 Top

Although...

With the expansion, it might be possible to give strike craft abilities.

You guys remember the whole "What if they were just tiny frigates" thing?

MAybe if we copy over some of the coding for starbases that allaows for them to make frigates, we could treat strikecraft as frigates, give them abilities, and oh dear I've gone crosseyed.

Reply #5 Top

Look at Super Mini Mod...and you will see that that mod already has frigates as strike craft (in this case flak frigates which deal enough damage to destroy a level 6 cap ship in less than 3 minutes)..!!

 

Thank Kiedjor for that ;)

Reply #6 Top

Quoting SpardaSon21, reply 3
OverPowered.

 

:)  Thank you... just a quick note, but your suggestion was perfect. I was able to get HeavyFighters, EMP, and DefeatShield through the Scout, i loaded the fighters with missiles and regular projectile guns. I think the advent have beams but thought the projectiles looked nicer. The missiles may be too much haha, as they clean up pretty quick. I had 5 scouts with 10 fighters loaded each and went into the Pirates Den,  :)  and lost 2 ships, but took the base. I left the armor and hull the same. I figured with so much power up front, it might be a good balance to not have them be on the field too long. So low armor is a good check for that.  :)  It is not quite abilities haha, but as close as i am going to get right now. But thank you very very much for the help. It was just what i needed to make my day!  :)

-Teal

 

 

Reply #7 Top

Quoting scratch151, reply 4
Although...

With the expansion, it might be possible to give strike craft abilities.

You guys remember the whole "What if they were just tiny frigates" thing?

MAybe if we copy over some of the coding for starbases that allaows for them to make frigates, we could treat strikecraft as frigates, give them abilities, and oh dear I've gone crosseyed.

 

:)  Me too   :)  But thats okie, it sounds pretty cool to me!   :)

 

Reply #8 Top

Quoting ShadowMastiff2468, reply 5
Look at Super Mini Mod...and you will see that that mod already has frigates as strike craft (in this case flak frigates which deal enough damage to destroy a level 6 cap ship in less than 3 minutes)..!!

 

Thank Kiedjor for that

 

I will have to down load that one!!  Thank you   :)

 

Reply #9 Top

NP!

Just hope you like how he transformed the game! Extremely fun and exciting once you get to know how everything works!

Ships can finally be blown up in 1 shot ;)

Reply #10 Top

quick question... How do you give ships the ability to hold strikecraft?

Reply #11 Top

Quoting Albinus, reply 10
quick question... How do you give ships the ability to hold strikecraft?

 

Most ships, i dont think all of them, but alot, have a section that lists the ships and their count for that ship, such as:

this is what it looks like with no fighters/bombers:

squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0

 

or, like this for ships that do have fighters/bombers.

squadTypeEntityDef:0 "SquadPsiCombat"
squadAntiMatterCost:0 75.000000
squadTypeEntityDef:1 "SquadPsiBomber"
squadAntiMatterCost:1 125.000000
maxNumCommandPoints 5

 

This is for the Advent of course, but you can use TEC or Vasari fighters/bombers as well, and i even think you can give advent the tec fighters, and the tec the vasari, or whatever.  :)

Just make a mod, copy over the gameinfo folder from the reference data in the forge tools (download it if you dont already have it, and go to the mod folder :

c:\users\'computer name'\appdata\local\ironclad games\sins of a solar empire\mods

if you open the game and go to the area that asks if you want to see the folder path, it should create it for you, mine did, but im on vista, so i dont know if xp does that or not, and i think the path is different, like application data, instead of appdata.

But basically, after you get the copy of the gameinfo folder over open it, and find a frigate or capital, for whichever race you want, and right click and unselect the read only properties, and then open it, change the lines, and save it.  :)

I usually have the file open i want to change and a file that already has it. then i simply copy and paste. You can change the number of fighters as well.... so experiment and see what you like. Huge fleets of fighters of course eat up memory, but if you have enough, that is no big deal. Also, in the gameinfo folder down near the bottom of the folder is a line like:

SquadPsiBomber and SquadPsiCombat

or Tec, or Phase for the Vasari, if you set those to writable too, (uncheck the read only button) then you can change the creation time and scuttle and die without host times as well... creation set to 1 is nice and quick, if you want something more realistic, then leave it alone, or set it higher, but remember in battle when you need them quick, the longer time may be the difference between winning and losing.  :)  Anyway, have fun and take care and keep modding!!

-T

 

 

 

 

 

 

Reply #12 Top

what do they mean by antimatter costs? How does that affect anything?

Reply #13 Top

Quoting Albinus, reply 12
what do they mean by antimatter costs? How does that affect anything?

 

Each ship and artifact that uses weapons or abilities that need antimatter, has a certain cost. Not everything does of course, only some things, but quite a lot of somethings sometimes. Anyway. Lets say you have a frigate, and it has, lets just say 200 antimatter, okie?  Now jumping costs 100 antimatter from planet to planet. So lets say you have an ability, say to capture a colonizable planet, but that ability cost 150 antimatter. So you make the jump, but now only have 100 left of your 200, you have to wait for the cooldown period, it varies with different abilities, but usually the method is if something is critical, or has a high value, superweapons or something, it has a longer cooldown period. It is to limit how often you use something, so we just cant waltz in an spend antimatter like no tomorrow, you know? So you wait, lets say 3 minutes okie?  Now your antimatter is back to 200 and you can use your ability that cost 150.  :)   See?

:)  Usually the values are there for a reason, but you can lower them if you like, just keep in mind, that if you lower them too much, the game could get boring because you made things too easy, you know?  :) 

Have fun!!

-T

 

Reply #14 Top

lol I knew that but what abilities do strikecraft have that use anitmatter?? Lol or does making strikecraft cost antimatter?

Reply #15 Top

Making strikecraft takes antimatter.

Reply #16 Top

Ok thanks Sparda

Reply #17 Top

Haha,... sorry i gave you the wrong answer.  but will try to do better next time.

:)

-T