Question about mixed-tech yards?
posted on April 13th, 2013, 7:02 pm
I am adding a new faction to my game but I can't figure out the mixed tech-yard aspect recently me and a friend have started to play mod in local network play.
So I would like to make my new faction give the different races the allied mixed tech advantage but I can't find the coding.
Could some one please help me out with this?
I got the shipyards and ships put in but they show up as normal shipyards with the mixed tech research and the new factions 5 it self and other races mixed tech yards all show up ready for construction.
So I would like to make my new faction give the different races the allied mixed tech advantage but I can't find the coding.
Could some one please help me out with this?
I got the shipyards and ships put in but they show up as normal shipyards with the mixed tech research and the new factions 5 it self and other races mixed tech yards all show up ready for construction.
posted on April 14th, 2013, 3:04 am
All a mixed-tech yard is, is a normal shipyard that has the line 'mixed-tech' in its tooltip. The ships also have this, and are modded with different stats as the 'tech' is applied.
All you need to do is add "all_mixed_tech" to your build list and have your ships reference this in the tech tree.
Example:
fed_newton_kli.odf 1 all_mixed_tech.odf
This has the Newton, modded with Klingon tech, require the specific research (all_mixed_tech.odf) to be built. Otherwise, it will look red and be unbuildable. If you put, for example, the Leahval, to use this, this means it needs that tech to be built, even though its in the regular shipyard.
Need any more info?
All you need to do is add "all_mixed_tech" to your build list and have your ships reference this in the tech tree.
Example:
fed_newton_kli.odf 1 all_mixed_tech.odf
This has the Newton, modded with Klingon tech, require the specific research (all_mixed_tech.odf) to be built. Otherwise, it will look red and be unbuildable. If you put, for example, the Leahval, to use this, this means it needs that tech to be built, even though its in the regular shipyard.
Need any more info?
posted on April 14th, 2013, 4:14 am
Based on what you just said they should not be showing up like normal
all_mixed_tech.odf 0
ear_mixedtech_yard_fed.odf 0
ea_radestroy1_fed.odf 1 all_mixed_tech.odf
ea_radestroy2_fed.odf 1 all_mixed_tech.odf
The new faction I am doing is labeled as earth and this is a sample from my tech1.tt
And this is from the top of the mixed tech yard it's self odf
verbosetooltip = "AUTOTOOLTIP-ear_mixedtech_yard_fed.odf"
builditem0 = "all_mixed_tech"
builditem1 = "ear_radestroy1_fed"
builditem2 = "ear_radestroy2_fed"
builditem3 = ""
builditem4 = "all_halt"
classlabel = "shipyard"
unitname = "Experimental Yard"
tooltip = "Experimental Yard"
Hope you can find where I went wrong.
all_mixed_tech.odf 0
ear_mixedtech_yard_fed.odf 0
ea_radestroy1_fed.odf 1 all_mixed_tech.odf
ea_radestroy2_fed.odf 1 all_mixed_tech.odf
The new faction I am doing is labeled as earth and this is a sample from my tech1.tt
And this is from the top of the mixed tech yard it's self odf
verbosetooltip = "AUTOTOOLTIP-ear_mixedtech_yard_fed.odf"
builditem0 = "all_mixed_tech"
builditem1 = "ear_radestroy1_fed"
builditem2 = "ear_radestroy2_fed"
builditem3 = ""
builditem4 = "all_halt"
classlabel = "shipyard"
unitname = "Experimental Yard"
tooltip = "Experimental Yard"
Hope you can find where I went wrong.
posted on April 14th, 2013, 4:27 am
Well, lets go through this.
Your missing an 'r' from the 2nd and 3rd lines, plus the quotation marks.
Now...
Hint: dont have an empty build item. If you are planning to add one, make sure that it is marked like so; '//'
It should read;
Hope this helps.
- Code: Select all
ear_mixedtech_yard_fed.odf 0
ea_radestroy1_fed.odf 1 all_mixed_tech.odf
ea_radestroy2_fed.odf 1 all_mixed_tech.odf
Your missing an 'r' from the 2nd and 3rd lines, plus the quotation marks.
Now...
- Code: Select all
verbosetooltip = "AUTOTOOLTIP-ear_mixedtech_yard_fed.odf"
builditem0 = "all_mixed_tech"
builditem1 = "ear_radestroy1_fed"
builditem2 = "ear_radestroy2_fed"
builditem3 = ""
builditem4 = "all_halt"
classlabel = "shipyard"
unitname = "Experimental Yard"
tooltip = "Experimental Yard"
Hint: dont have an empty build item. If you are planning to add one, make sure that it is marked like so; '//'
It should read;
- Code: Select all
verbosetooltip = "AUTOTOOLTIP-ear_mixedtech_yard_fed.odf"
builditem0 = "all_mixed_tech"
builditem1 = "ear_radestroy1_fed"
builditem2 = "ear_radestroy2_fed"
//builditem3 = ""
builditem3 = "all_halt"
classlabel = "shipyard"
unitname = "Experimental Yard"
tooltip = "Experimental Yard"
Hope this helps.
posted on April 14th, 2013, 6:56 am
I went through and did the changes you told me to do honestly I saw no major changes.
To remove and chance of it showing up I went into instant action with an enemy race who was not fed with no allies and it still showed up not like other mixed-tech yards such as fed_mixedtech_borg that only shows up with a team up of fed and borg or when the federation captures the construction wheel of the borg.
How do I get this tohappe?
To remove and chance of it showing up I went into instant action with an enemy race who was not fed with no allies and it still showed up not like other mixed-tech yards such as fed_mixedtech_borg that only shows up with a team up of fed and borg or when the federation captures the construction wheel of the borg.
How do I get this tohappe?
Attachments
ear_shuttle.zip
- The shuttle odf and the mixedtech yard odfs.
- (2.86 KiB) Downloaded 380 times
posted on April 14th, 2013, 10:19 am
Fed Constructors use the odf fed_mixedtech_yard_borA, which has the code requiredalliedrace = "borg" in it.
The constructor odf also uses the builditemXavailability = X code in the build list:
I am pretty sure you need those for it to work properly.
The constructor odf also uses the builditemXavailability = X code in the build list:
builditem8 = "fed_mixedtech_yard_domA"
builditem9 = "fed_mixedtech_yard_kliA"
builditem10 = "fed_mixedtech_yard_romA"
builditem11 = "fed_mixedtech_yard_borA"
builditem8availability = 130
builditem9availability = 130
builditem10availability = 130
builditem11availability = 130
I am pretty sure you need those for it to work properly.
posted on April 14th, 2013, 1:22 pm
Tyler wrote:Fed Constructors use the odf fed_mixedtech_yard_borA, which has the code requiredalliedrace = "borg" in it.
The constructor odf also uses the builditemXavailability = X code in the build list:builditem8 = "fed_mixedtech_yard_domA"
builditem9 = "fed_mixedtech_yard_kliA"
builditem10 = "fed_mixedtech_yard_romA"
builditem11 = "fed_mixedtech_yard_borA"
builditem8availability = 130
builditem9availability = 130
builditem10availability = 130
builditem11availability = 130
I am pretty sure you need those for it to work properly.
Yes that was the problem I was not aware of the requiredalliedrace = "borg" line of code.
They are fixed thank goodness.
I am adding you to the credits list for this fix. Now when I am teamed up with Earth as the Romulans I can have the Jump capable D'deridex.
Who is online
Users browsing this forum: No registered users and 1 guest