Buildable Premonition and Prometheus
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on May 11th, 2013, 11:41 pm
So, like the McKinley yard, I added a button to the sprite list, I made them buildable at the location, and I put them in the tech tree.
But unlike the McKinley yard, neither of them are appearing in game! What am I missing/doing wrong?
But unlike the McKinley yard, neither of them are appearing in game! What am I missing/doing wrong?
posted on May 12th, 2013, 2:18 am
Can you post the yard's odf?
posted on May 12th, 2013, 6:04 pm
Is the yard the problem? I built it just fine, but it's the two ships I'm having a problem with.
- Code: Select all
classlabel = "shipyard"
unitname = "McKinley Type Yard"
tooltip = "McKinley Type Yard"
verbosetooltip = "AUTOTOOLTIP-fed_mckinley_yard.odf"
race = "unitedfederation"
buildtime = 50
crewcost = 450
dilithiumcost = 1200
latinumcost = 300
worthxp = 168
recycledilithium = 360
recyclelatinum = 90
recyclebiomatter = 0
recycletime = 28
maxhealth = 885
curhealth = 885
healthrate = 1.787
maxshields = 2963
curshields = 2963
shieldrate = 5.652
shieldgeneratorhitpoints = 325
engineshitpoints = 0
weaponshitpoints = 0
lifesupporthitpoints = 325
sensorshitpoints = 325
attackpower = 0.000
intrinsicvalue = 0.000
eventselect = "FederationMcKinleySelect"
builder_ship = 1
animation = 2
buildanimation = 0
repairanimation = 0
footprintbuffer = 120.0f
northbuffer = 170.0
overlaysod = "fed_s_shuttlesM"
buildhardpoint = "hp99"
repairhardpoint = "hp98"
repairside = 8
builditem0 = "fed_excelsiorA"
builditem1 = "fed_centaurA"
builditem2 = "fed_rhodeislandA"
builditem3 = "fed_nebulaA"
builditem4 = "fed_nebula_torpA"
builditem5 = "fed_nebula_engA"
builditem6 = "fed_ambassadorA"
builditem7 = "fed_galaxyA"
builditem8 = "fed_descentA"
builditem9 = "fed_teutoburgA"
builditem10 = "fed_teutoburgA"
builditem11 = "fed_premonition"
builditem12 = "fed_prometheus"
builditem12 = "fed_steamrunner"
builditem13 = "all_halt"
possiblecraftnames = "Akkenorp Yards" "Bacon Yards" "Bauer Yards" "Calthorpe Yards" "Coulomb Yards" "Dinocrates Yards" "Ebenezer Yards" "Geitel Yards" "Hahn Yards" "Maleachi Yards" "Mee Yards" "Packfong Yards" "Pherson Yards" "Rechtin Yards" "Warwick Yards"
enginestargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
lifesupporttargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
weaponstargethardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
shieldgeneratortargethardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
sensorstargethardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"
hulltargethardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21"
criticaltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
is_starbase = 1
ainame = "StarbaseProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
weldingradius = 1.0
fireball = "x_building_explosion"
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
has_crew = 1
transporter = 1
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 600
shieldhit = "shield_fed_hitXL"
shieldhitcritical = "shield_fed_hitcritXL"
shielddown = "shield_fed_down"
posted on May 12th, 2013, 6:28 pm
U have the Teutoburg in there twice. Check the 'builditem' numbers. You have the Prometheus and Steamrunner as builditem 12.
builditem9 = "fed_teutoburgA"
builditem10 = "fed_teutoburgA"
builditem11 = "fed_premonition"
builditem12 = "fed_prometheus"
builditem12 = "fed_steamrunner"
I think 13 is the limit of ships you can put in a yard. At least thats for stock A2. I'm not sure if they changed it for Fleet Ops.
builditem9 = "fed_teutoburgA"
builditem10 = "fed_teutoburgA"
builditem11 = "fed_premonition"
builditem12 = "fed_prometheus"
builditem12 = "fed_steamrunner"
I think 13 is the limit of ships you can put in a yard. At least thats for stock A2. I'm not sure if they changed it for Fleet Ops.
posted on May 12th, 2013, 6:56 pm
Fleet Operations can handle 57 build items, so you're fine there 

posted on May 12th, 2013, 7:12 pm
Oh, derp. Thanks guys.
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