Help Adding Caps to pirate base

been working with out sleep for 24 hours on this and other pirate buff project

Alright, i know that u change what is in the pirate base in the galaxyscenariodef.

the lines for frigates are as follows

"Pirate:Frigate:Heavy"

what i am hung up on is, how does this point to a ship what is the formula, the lines i have tried for capitals are as follows

"TECH:CAPITALSHIP:BATTLESHIP"

"Tech:CapitalShip:Battleship"

"Pirate:CapitalShip:Battleship"

"Tech:CapitalShip:TECHBATTLESHIP"

so on and so on, is there any way to get the formula to work with a capitalship?

Also I have made it to where the raids include capitolships, few issues with command points being over limit and such, but i got that working now.  Before i get started on trying to figure out the next part does any one have any idea on how to add a station to the pirate base as well, plus any ideas on how to have it started upgraded already?

60,622 views 18 replies
Reply #2 Top

"Tech:CapitalShip:BattleShip" is what you need. (B and S both capped in "BattleShip")  Looks like that was all you're missing.  "Carrier" and "Support" also work, haven't tried colony or siege yet but I'm sure they work too.

Reply #3 Top

Lines for all caps are as follows:

 

Tech:CapitalShip:BattleShip  -  Kol

Tech:CapitalShip:Colony  -  Akkan

Tech:CapitalShip:Support  -  Dunnov

Tech:CapitalShip:Siege  -  Marza

Tech:CapitalShip:Carrier  -  Sova

 

Phase:CapitalShip:BattleShip  -  Kortul

Phase:CapitalShip:Scout  -  Antorak

Phase:CapitalShip:Colony  -  Jarrasul

Phase:CapitalShip:Carrier  -  Skirantra

Phase:CapitalShipSiege  -  Vulkoras

 

Psi:CapitalShip:BattleShip  -  Radiance

Psi:CapitalShip:BattlePsionic  -  Rapture

Psi:CapitalShip:PlanetPsionic  -  Revelation

Psi:CapitalShip:Carrier  -  Halcyon

Psi:CapitalShip:Colony  -  Progenitor

 

Hope that helps!

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Reply #4 Top

ty so much for the response Dashotosho, ty very much, enjoy the karma, i was also able to add repairplatforms and hangar bays with that knoweldge, now i just gotta figure out how to add a station, got any ideas?

Reply #5 Top

:)  Very Nice, thank you for the help!! 

-Teal

 

Reply #6 Top

When you say Station, what do you mean Overthrow?

The Starbase?

-Teal

 

Reply #8 Top

yes, i mean starbase, lol sorry about that

Reply #9 Top

I don't know off hand and I'm not having any luck toying with it so far, I'll give you an update in a bit.

Reply #10 Top

Well I've tried everything I can think of and nothing seems to work, I can't even give them a starbase constructor cruiser either. :(

Reply #11 Top

 :(  Well, nice thought anyway, oh ... uh!!! I'm not thinking.  In the playerPirate.entity there is no research or starbases, however the Pirates typically pull ships from the Tec, and in the playerTec.entity in the gameInfo folder there is a starbase count=starbaseTec line for the Tech. When i added Pirates as a playable race i added the research and the starbase count=starbaseTec for the Pirates. Check the player file to make sure, i cant remember off the top of my head if its count=1 or count=starbaseTec to indicate which starbase is used. But hope that helps!!  :)

-Teal

 

Reply #12 Top

Here we go, in the playerTec.entity in the gameInfo folder for Entrenchment:

 

    starBaseInfo
        count 1
        entityDefName "StarBaseTech"

 

:)

 

-Teal

 

Reply #13 Top

Yeah but even after adding that in for the pirate player I still can't get them to start with a starbase.  That file shouldn't matter at all actually since I can get them to start with any of the Advent or Vasari capships when they aren't in the pirate player file.

Reply #14 Top

Yeah ok an hour later and I'm still stumped, sorry but I don't have an anwer for you, tried everything I could think of.

Reply #15 Top

As far as i can determin the galaxyscenariodef file and the behind the scenes processes attached to it have not been updated to support spawning starbases, you get an error claiming it is an invalid (possibly unknown) entity type.
There is a however a work around though, if you spawn a dummy building with a instant build passive version of the deploystarbase ability the game will spawn the dummy building which will then instantly transform into a starbase.

Reply #16 Top

alright ty every one, so far i have concluded that they are not set up to be spawned by the pirates, lol i guess i just gotta wait and hope for them to do something cool with the pirates in one of the expansions this is the coding i am using right now for my mod, you guys should try it out, you may get owned though with vanilla everything else,

   items 69
    item "Tech:CapitalShip:BattleShip"
    item "Tech:CapitalShip:BattleShip"
    item "Tech:CapitalShip:BattleShip"
    item "Tech:CapitalShip:BattleShip"
    item "Tech:CapitalShip:Support"
    item "Tech:CapitalShip:Support"
    item "Tech:CapitalShip:Support"
    item "Tech:CapitalShip:Support"
    item "Tech:CapitalShip:Siege"
    item "Tech:CapitalShip:Siege"
    item "Tech:CapitalShip:Siege"
    item "Tech:CapitalShip:Siege"
    item "Tech:CapitalShip:Carrier"
    item "Tech:CapitalShip:Carrier"
    item "Tech:CapitalShip:Carrier"
    item "Tech:CapitalShip:Carrier"
    item "Pirate:Frigate:Siege"
    item "Pirate:Frigate:Siege"
    item "Tech:Module:HangarDefense"
    item "Tech:Module:HangarDefense"
    item "Tech:Module:HangarDefense"
    item "Tech:Module:HangarDefense"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium" 
    item "Pirate:Module:GaussDefense"  
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"  
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"  
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense" 
    item "Pirate:Module:GaussDefense"
    item "Tech:Module:RepairPlatform"
    item "Tech:Module:RepairPlatform"
    item "Tech:Module:RepairPlatform"
    item "Tech:Module:RepairPlatform"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:Scout"

Sorry had to edit this post here is the reworked pirate raid, basicly the threat level is increased per 5 planets, so to get to level 5 threat u need 25 planets, now once u get there u better have a fully upgraded station and a full 16 caps fleet with all support ships, or ur gonna have a lot of lag, the mod this is for allows u to build 32 caps so it is more balanced for that.

  pirateRaidDef
  arrivalDelayTime 6.0
  minSupply 50
  maxSupply 50
  strengthPerOwnedPlanet .050
  strengthPerCargoShip .0000
  strengthPerBounty .00003
  firstWarningTime 900
  normalWarningTime 780
  minSendRaidTime 30
  maxSendRaidTime 90
  raidStrengthThreshold:0 0
  raidStrengthThreshold:1 .25
  raidStrengthThreshold:2 .50
  raidStrengthThreshold:3 .75
  raidStrengthThreshold:4 .99
  pirateRaidComposition:0
   requiredShipCount 0
   randomShipCount 4
   randomShip
    type "FrigatePirateScout"
    weight 2
   randomShip
    type "FrigatePirateMedium"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHBATTLESHIP"
    weight 2
   randomShip
    type "FrigatePirateAntiFighter"
    weight 2
  pirateRaidComposition:1
   requiredShipCount 0
   randomShipCount 5
   randomShip
    type "FrigatePirateScout"
    weight 2
   randomShip
    type "FrigatePirateMedium"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHCARRIER"
    weight 5
   randomShip
    type "FrigatePirateAntiFighter"
    weight 2
  pirateRaidComposition:2
   requiredShipCount 0
   randomShipCount 5
   randomShip
    type "FrigatePirateScout"
    weight 5
   randomShip
    type "CAPITALSHIP_TECHSIEGE"
    weight 1
   randomShip
    type "CAPITALSHIP_TECHSUPPORT"
    weight 1
   randomShip
    type "FrigatePirateAntiFighter"
    weight 5
  pirateRaidComposition:3
   requiredShipCount 0
   randomShipCount 4
   randomShip
    type "CAPITALSHIP_TECHCARRIER"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHBATTLESHIP"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHSUPPORT"
    weight 2
   randomShip
    type "FrigatePirateSiege"
    weight 3    
  pirateRaidComposition:4
   requiredShipCount 0
   randomShipCount 4
   randomShip
    type "CAPITALSHIP_TECHBATTLESHIP"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHCARRIER"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHSUPPORT"
    weight 2
   randomShip
    type "CAPITALSHIP_TECHSIEGE"
    weight 2

 

Reply #17 Top

If you really wanna make it harder you could add in some Skirantra's, Progenitor's and some support frigates.  The two caps for their AE repair and the support frigates for buffs/debuffs.  But then again they won't always pick the repairing abilities probably and the support frigates wouldn't have any researched abilities either.

If you're trying to stick more to the theme the vasari and advent units won't look anything like pirates but well the way I figure it pirates would take anything they can get their hands on anyway so realistically they wouldn't stick to original or slightly modified designs.

Reply #18 Top

While goofing around I stumbled upon something that may lead to giving the pirates star bases but I can't get it to work.  I did make it where they could start with a star base constructor cruiser but I couldn't get them to use it at all.  Perhaps someone else can get them to but here's how you add it in:


planetItemType
    designName "Tech:Frigate:BaseConstructor"
    entityDefName "FrigateTechStarBaseConstructor"

That line needs to be in the galaxyscenariodef file under the "PlanetItemTypeCount" section.  I tried adding in:


planetItemType
    designName "Tech:StarBase:StarBase"
    entityDefName "StarBaseTech"
And other such things, but could not get it to work.  The "entityDefName" is just the name of the entity file for whatever you want to add in that isn't already in there.  My belief on why I can't get the star base to work is that there's no classification for it such as "Frigate, CapitalShip, Module" ect.  It says the entity type is "StarBase" but I can't seem to get it to put one in there anyway.

Also it would appear the "designName" can be modified to whatever you want it to be but I haven't tested the theory.  If true then you could add in whatever you wanted instead of - for instance - "Tech:CapitalShip:BattleShip" for the Kol when adding it to a location.