How to make a proper upgradable Star Port

Does anyone know if you can add techs to upgrade the Starport, and still make it work.

I made 2 techs - Star Port MKII and MKIII for the Tech Tree, and in the planet improvements, I copied the the Star Port data, then pasted it two more times, changed the starport tech name and the internal name to the MKII, MKIII - then changed the req. tech to the ones I made in the tech tree. I also copied one of the upgrade improvement codes, and changed it to the star port, and for MKIII, the MKII one.

This hasn't worked as planned. You still need the original starport, and then you can build a MKII and a MKIII, so you can have three star ports. How do I fix this so that the starport actually upgrades and still works.

See below

Tech Tree:


Star Port MKII
900
Allows us to construct ships even faster.
Bigger and better. More workers and more landing space allows us to build ships faster!
Xeno Factory Construction
Manufacturing
event50
10


Star Port MKIII
900
Allows us to construct ships even faster.
Bigger and better. More workers and more landing space allows us to build ships faster!
Industrial Sector
Manufacturing
event50
10


And the Planet Improvements:


Star Port MKII
Star Port MKII

Uprated Starport. You need this to launch constructed starships.
Normal
0
10
15
15
10
30
0
20
1
18
BasicStarport.png
BasicStarport.png
1
Star Port MKII
Starport


Star Port MKIII
Star Port MKIII

Uprated Starport. You need this to launch constructed starships.
Normal
0
10
15
15
10
60
0
20
1
30
BasicStarport.png
BasicStarport.png
1
Star Port MKIII
Starport MKII


If anyone can fix it, I will post you a big thankee
20,852 views 23 replies
Reply #1 Top
Oh yes - some of the numbers in the planet improvements - I didn't notice that the code didn't copy - are things like starshipquality bonuses.
Reply #2 Top
Have you ever thought of using a font colour that is actually legible?
Reply #3 Top
there is already an upgraded starport in the original planetimprovements.xml file, but its disabled (put in < ! -- -- >) most liekely its something that should be in game, but stardock couldnt finish it... some stuff for the addon?
Reply #4 Top
I want to echo the request to not use colored fonts when using message boards. Much more difficult to read.
Reply #5 Top
Hmmm upgrade to starport, very good idea.
Reply #6 Top
@ No118 & ZedT Who cares what colour font I used... It's not like your even answering my question...

White text on a black background isn't good for your eyes either..... Thats why paper is white, and not died black, and why ink isn't made in white!

@ dm04 - I have actually enabled the planetary improvements that were disabled - they seem to work (as far as I can see)

The Starports are now automatically upgrading themselves, but I will have to disable them, because once the starport is upgraded to the MKII and MKIII the game isn't recognising it as an actual starport, and so you can't build any ships.
Reply #7 Top
It's hardcoded based on internal name. Mark it down as not moddable unless changed
Reply #8 Top
How do I do that? Or what do I type?
Reply #9 Top
nothing special? it should be a note to yourself.

in the planetimprovements.xml you just put the two "upgraded" starports into < ! -- -- > as said above
Reply #10 Top
Tried that - it screwed up the game - when you go to the planet view there was no icon for the city or the basic starport
Reply #11 Top
...At any rate, it is indeed impossible to give add Starport functionality to any planetary improvement, due to the fact that, as was earlier stated, the game code looks for a specific internal name (specifically, the Starport's). This is unfortunately also true of the Orbital Fleet Manager, so there's messing with that either.

Thus, the only way to give any improvement such functionality is to have it use the internal name; and you can't have two of anything with the same internal name, of course.
Reply #12 Top
oh well.... I deleted them any way - I will remove them from my uprated Tech Tree too.

If anyone is interested in my tech tree - let me know, as all I have done is add a load of social / cultural stuff to it.

I have added some tech to the Xeno Ethics choices - It will display them as a seperate branch on the same line (I've added three for Good Players, and will add the same three techs under different names for neutral and Evil)

The Good ones link up with the Concepts of Righteousness tech, and once you get this the three will show a link bar to it.

I have added 2 more techs on top of miniaturization, with the same tech bonus as said tech.

I have added more troop ability techs, which is fun. I will be moving them around somewhat, as I want one of them to be between space marines and the advanced troop pod etc.

All in all I have added about 25 - 30 odd techs... Just to make the game a bit longer.
Reply #13 Top
@ No118 & ZedT Who cares what colour font I used... It's not like your even answering my question...


It's hard to answer a question when I can't read what the question is.
Reply #14 Top
I dont kno what you guys did, but I have sucessfully created an upgraded starport, and it creates ships just fine, with a different internalname. now, i have 1.2, so this could be the differece, but if you want my xml data, email me at [email protected].
Reply #15 Top
06mcclurej, i've done the same thing, but i've run into a bug, start a new game, in battle of the gods mode (so u'll have all the techs). Build a normal starport on a world, then upgraded it to your upgraded starport. Then decommission the upgraded starport, and u will only be able to rebuild a normal starport, not an upgraded one.. or at least that's the bug i've run into....
Reply #16 Top
here's the code for a working upgraded starport.. works fine. no problems.

NOTE: YOU WILL NEED TO REPLACE ALL { with <, AND ALL } with >


{Improvement}
{S_Name}Advanced Starport{/S_Name}
{S_InternalName}UpgradedStarport{/S_InternalName}
{S_Description}Advanced starport. You need this to launch constructed starships.{/S_Description}
{StarshipQualityBonus}15{/StarshipQualityBonus}
{S_Type}Normal{/S_Type}
{Cost}60{/Cost}
{Maintenance}1{/Maintenance}
{S_TechRequirement}Master Hull Building{/S_TechRequirement}
{S_IconName}UpgradedStarport.png{/S_IconName}
{S_UpgradeTarget}BasicStarport{/S_UpgradeTarget}
{S_QueryGraphicName}UpgradedStarport.png{/S_QueryGraphicName}
{PlacementLimit}1{/PlacementLimit}
{/Improvement}


Another note, you can't add a third level starport at this time and have it upgrade previous starports, or not have a bug where you could have 2 starports on one planet (one basic or upgraded, and one super upgraded). This is because of the internal name. Only the internal names Basicstarport and UpgradedStarpart are used in the code to allow for starport functionality. Meaning only improvements with those internal names will give a planet the ability to build ships. And you can't have one improvement with the internal name Basicstarport have an upgrade path of Basicstarport, or one improvement with the internal name Upgradedstarport have an upgrade path of Upgradedstarport, cause then the improvement would be upgrading to itself, makes a sort of infinate loop and the game will never load.
Reply #17 Top
i used the names advancedstarport, and militarystaoport. everything worked ust fine, but i will check and see if i have that bug, LogicSequence.
Reply #18 Top
ok, after some testing, almost everything seems to work fine, except one thing. the only thing that was strange for me, was after you build the upgraded star ports, if you happened to decomission one of the upgraded levels on your home planet, you cant rebuild it there. but only there. idk why it only happens on that planet. if you decomission a regular starport, you can rebuild it, but not if you have upgraded it. now, i dont forsee any reason you would decomission your starport, but still, this is weird. if you decomission an upgraded starport, lvl2 or lvl3, on any other planet, you can rebuild it (at the same level, no need to build the first and upgrade it) strange....
Reply #19 Top
ok, after some testing, almost everything seems to work fine, except one thing. the only thing that was strange for me, was after you build the upgraded star ports, if you happened to decomission one of the upgraded levels on your home planet, you cant rebuild it there. but only there. idk why it only happens on that planet. if you decomission a regular starport, you can rebuild it, but not if you have upgraded it. now, i dont forsee any reason you would decomission your starport, but still, this is weird. if you decomission an upgraded starport, lvl2 or lvl3, on any other planet, you can rebuild it (at the same level, no need to build the first and upgrade it) strange....


Maybe its because they remember how to build an upgraded starport? i dont know...
EDIT: oh and the homeplanet bug has soemthing to do with the fact that the homeplanet starts off with one. I have no idea why that would cause that but it does.
Reply #20 Top
Maybe its because they remember how to build an upgraded starport? i dont know...
EDIT: oh and the homeplanet bug has soemthing to do with the fact that the homeplanet starts off with one. I have no idea why that would cause that but it does.


no, by "strange", i was referring to the homeplanet bug. its normal for after a building has been upgraded, you build the upgraded building, not he beginning one. i was just stateing that it works.
Reply #21 Top
if you use the code i provided above, it should work fine, without that bug... try it
Reply #23 Top
So that is probably what went wrong - I made two upgrades to the starport. Your code look sexactly like what I had anyway.... @ Logic