HP module

I am trying to make a module that will add some HP to a ship, but it isn't working. What should such a ship part look like?

Module Name="HullStrengthener0"
Size 10
SizeMod 8
Cost 10
HP 3
DisplayName Hull Strengthening
Description Hull strengthening adds hit points to ships.
Model armor0
Thumbnail armor
Category Hull
Tech_Requirement Advanced Hulls
Module

The above is not working. I tried to post it in XML but it wouldn't display.
9,161 views 15 replies
Reply #1 Top
First, replace all the < and > with ( and ), so you can show us the complete form.
And the game doesn't recognize it because it doesn't have a function that would allow that. No health, repair or whatever modules can be added. Believe me, I've tried.
Reply #2 Top
A repair module features in the Example mod... does that not work either?
Reply #3 Top
I hope someone at Stardock sees this and fixes it. Or tells me how I can fix it...
Reply #4 Top
If you want Stardock to see it, best bet is to go to irc.stardock.com #galciv on monday, when they're at work.
Reply #5 Top
A repair module features in the Example mod... does that not work either?


That's a repair module for Starbases, the poster wanted one for ships.
Reply #6 Top
If you use reenforced hull design as a template just change the name and the stats it should work...also you have to start a new game, i did something similar to a mod i downloaded... i added logistics and minituriation techs.
Reply #7 Top
You can only add ship components with the same function (though any value you like) as those already in the game. Adding HP is not one of them.
Reply #8 Top

It would be really neat, and maybe sell more copies, if additional functions that could be added to ships were included in Dark Avatar. Functions that aren't used in the base game can be unsupported and potentially buggy and it could be up to the modders to figure out how to make them work well.
Reply #9 Top
Yes, like all the ones I found in Strings that are from GC1.

You can only add ship components with the same function (though any value you like) as those already in the game.


Then explain how I made a Stealth Module, and ship jewelry that increases ship size. Wait a minute...that might be the answer to the HP question. Ship jewelry! I'll try it as soon as I get home to my computer and report back!
Reply #10 Top
Then explain how I made a Stealth Module


AFAIK it has no actual effect, it just lists 'Stealth' where it would Colonize or Transport for those types of ship. As I said, the unused abilities don't actually do anything, even if the strings are connected for display in the ability listing in-game.

and ship jewelry that increases ship size


That just means the size fields weren't disabled on jewelry, and you set it to a negative number. That's not a new feature.
Reply #11 Top
Oh. I don't really browse the forums, I find that if I say something in the middle of a discussion no one replies... Anyway, just tried the jewelry thing, not working. Ah well, maybe it can be fixed in a patch or something...
Reply #12 Top
What's to fix? nothing is broken. It never has or was intended to work that way.
Reply #13 Top
What it would do is effectively create a fourth type of defense without all the muss and fuss of hardcoding a new type of weapon/defense pair.
Reply #14 Top
What it would do is effectively create a fourth type of defense without all the muss and fuss of hardcoding a new type of weapon/defense pair.

You do understand that someone would have to actually open up the code and change alot of stuff for that to work, right? So the "no fuss of hardcoding" part goes straight out the window.
Reply #15 Top
Agreed. You CANNOT do this without coding. Thus your point of "no fuss" is invalid. And then you would have to program the AI to use it effectively. And since it's not a set armour type, it would probably end up being harder to program.

It's not a simple thing to do. It would require a lot of work for no real gain.