How do I set up a ship prototype?
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posted on February 1st, 2013, 12:35 am
I want to set up a Dominion-style system of building one prototype and never needing to replace it for my personal mod. I opened up a Dominion yard to try and find out how, but I have no idea what I'm looking for and the Guide wasn't very helpful. Can anyone help me out?
posted on February 1st, 2013, 2:00 am
Hi mate,
If you haven't already, you'll want to look at buildItemXAvailability http://guide.fleetops.net/guide/modding ... t/producer
When you open up the dom_yard for instance, you'll see the following:
builditem0 = "dom_destroyer"
builditem1 = "dom_bomberPY"
builditem1availability = 32
builditem2 = "dom_bomberY"
builditem2availability = 16
builditem2availabilityparent = 1
builditem3 = "dom_escort_cruiserPY"
builditem3availability = 32
builditem4 = "dom_escort_cruiserY"
builditem4availability = 16
builditem4availabilityparent = 3
builditem5 = "dom_intercept_destPY"
builditem5availability = 32
builditem6 = "dom_intercept_destY"
builditem6availability = 16
builditem6availabilityparent = 5
builditem7 = "dom_warfrigatePY"
builditem7availability = 32
builditem8 = "dom_warfrigateY"
builditem8availability = 16
builditem8availabilityparent = 7
builditem9 = "all_alliedrepair"
builditem10 = "all_halt"
classlabel = "shipyard"
Let's take a closer look at the dom_escort:
builditem3 = "dom_escort_cruiserPY"
builditem3availability = 32
builditem4 = "dom_escort_cruiserY"
builditem4availability = 16
builditem4availabilityparent = 3
You'll notice a value of 32 for the prototype (P). That means we're going to hide the build button of the prototype when when the prototype fleetcap is full.
You'll also notice a value of 16 for the dom_escort (non-prototype). That means we only hide the build button when the parent buildItem is permitted by a fleetcap. I.e, the Prototype is allowed, thus dom_escort build button is not visible. Once the prototype is built, the fleetcap is filled, and dom_escort becomes visible.
If you haven't already, you'll want to look at buildItemXAvailability http://guide.fleetops.net/guide/modding ... t/producer
When you open up the dom_yard for instance, you'll see the following:
builditem0 = "dom_destroyer"
builditem1 = "dom_bomberPY"
builditem1availability = 32
builditem2 = "dom_bomberY"
builditem2availability = 16
builditem2availabilityparent = 1
builditem3 = "dom_escort_cruiserPY"
builditem3availability = 32
builditem4 = "dom_escort_cruiserY"
builditem4availability = 16
builditem4availabilityparent = 3
builditem5 = "dom_intercept_destPY"
builditem5availability = 32
builditem6 = "dom_intercept_destY"
builditem6availability = 16
builditem6availabilityparent = 5
builditem7 = "dom_warfrigatePY"
builditem7availability = 32
builditem8 = "dom_warfrigateY"
builditem8availability = 16
builditem8availabilityparent = 7
builditem9 = "all_alliedrepair"
builditem10 = "all_halt"
classlabel = "shipyard"
Let's take a closer look at the dom_escort:
builditem3 = "dom_escort_cruiserPY"
builditem3availability = 32
builditem4 = "dom_escort_cruiserY"
builditem4availability = 16
builditem4availabilityparent = 3
You'll notice a value of 32 for the prototype (P). That means we're going to hide the build button of the prototype when when the prototype fleetcap is full.
You'll also notice a value of 16 for the dom_escort (non-prototype). That means we only hide the build button when the parent buildItem is permitted by a fleetcap. I.e, the Prototype is allowed, thus dom_escort build button is not visible. Once the prototype is built, the fleetcap is filled, and dom_escort becomes visible.
posted on February 1st, 2013, 5:01 am
Oh, looks like I didn't go far enough into the Guide menus. Thanks for the help, that's exactly what I was looking for! 

posted on February 8th, 2013, 8:16 pm
But don't you have to build the Dominion prototype again if you lose it?
Then it's not really a prototype, more like a blueprint, because without it you can't build its shipclass.
Then it's not really a prototype, more like a blueprint, because without it you can't build its shipclass.
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