Making an Aircraft Carrier - Stuck

I've been working on this for the last week or so, and have been emailing stardock employees for help, but have received none.

I've become rather familiar with the syntax used in the xml files structure, and have been editing the GC2Types.xml file quite a bit.

My initial effort was to import the Fighter Drones module from the military starbase into a ship component. Unfortunately, the GC2Types file does not recognize the tags or commands used in the StarbaseModules file. I have attempted to simply try to call up the Starbase module ability through the GC2Types Ability tag with no success. I simply cannot use starbase abilities on ship components without knowing which file assigns these commands and tags their ingame abilities.

I do know that there can be limited amalgamation of ship component powers, but none of these in any combination can emulate the strategic role a Carrier Air Group serves without duplicating some other power (and voiding the CAG component being used as intended).

I need to know how to import starbase abilities into ship components.

Any help would be appreciated. I would love to have some kind of response from Stardock, considering I have had none so far from my attempts at private contact.

Thank You,
Doronron 2
18,208 views 14 replies
Reply #1 Top
i realy think your looking at this the wrong way. you should be looking at what is already done.
1. fleets = in a real sence are a carrier without the carrier so just build something that can carry 12 logistics worth of ships. with miniturization you would think you can carry more ships but instead of that you have less ships carring more weapons or give some kind of bonus due to them flying of the carrier.
2. plaets= are stationary carriers just give them 0 pop, some movement points( though i have no idea how you would add engins or defence maybe you lose a ship or two and once your out then your dead?), add a new skin on them and make sure you restrict again the amount and type of ship that they are using.

but thats what i think you can do, im not a programmer so i dont know if you can do this wouldnt mind seeing it though
Reply #2 Top
If you get it figured out let us know.
Reply #3 Top
I am looking at what's already been done. Starbases are essentially stationary ships. They have an ingame effect that provides an attack bonus to all ships in range. That effect is attached to a module you can add to the starbase. I am trying to figure out a way to take that ingame effect and put it on a module you can add to a ship.

I've looked at planets. They don't work that way. There's no "planet hull" type, and their improvement commands don't carry over into ship components. Fleets don't work that way either, since logistics is a racial stat, not a ship specific stat, and you have to look at the player as well. You give him extra logistics, and what will it be used for? More capital ships in a fleet, not fighters.
Reply #4 Top
I would love to have Carriers. Not so much moveable starbases as a figher module, maybe something like the Protoss Carriers from Starcraft. Good luck bro.
Reply #5 Top
A carrier just needs a starbases ability to extend range and a function to allow you to stack them on the carrier warship. perhaps a special mod to the logistics rule for carriers.
Reply #6 Top
Ships so far cannot use starbase effects. The commands that define starbase modules and the commands that define ships are mutually exclusive. The engine either glosses over the command, or it makes the game unstable -- and still does not work.
Reply #7 Top
How are you adding the "carrier module" to the ships? It seems to me that you'd have to also create a module that can be added to a ship design in order for the ship to generate the effect that is being referenced.
Reply #8 Top
I was creating a new ship component using the module command tags, filling in the data such as size, cost, name, description. Telling it the ability that should be used was the same as the fighterdrones module from the starbase. I was using the troop carrier graphics as the visual representation. No weapons or defense animation was being used.
Reply #9 Top
You probably need to ask FrogBoy about making an space carrier.. It's .exe limited, if there's no change to the .exe, then none of your ideas will actually work well..
Reply #10 Top
I've asked several times. I have not received a response. That's what lead to this thread. And so far none of my ideas work at all.
Reply #11 Top
Did you try asking for a (any) technology update to the logistic tree like Carrier Hull/Deck?
It worked in the past for cruisers.
Reply #12 Top
Could you clarify on that, Blazer?
Reply #13 Top
I was thinking about something like this earlier and the best I came up with would be a module that allowed a certain number of small or tiny ships to use the speed of the module-using vessel (the carrier) for interstellar flight. What this would mean is that the ships would have more space available for weapons and defenses but wouldn't be able to move very fast at all by themselves.

Reply #14 Top
Unfortunately, given the way the code currently works, none of the ship component abilities allow you to affect other ships. They only alter the stats of the ship they're attached to.