Saving ship designs from one game to another

It seems that some of my ship designs that I have created
and saved appear on the ship building selections in later
games (once I have the requisite techs), and others don't.

Any ideas as to what is going on?
1,292 views 4 replies
Reply #1 Top
I've had a similar thing happen with one ship in particular (my favorite one actualy )

If I'm not mistaken, the level of miniturization you have researched can effect the number of points you have available on a ship (the tech tree tells me I need more miniturizatio for the aprticular ship hull I like most), so if you build a ship hull and save it (even with no high level upgrades) it still might not show up untill the apropriate level of miniturization is reached.

Some one correct me if I'm wrong though. That's just all I can figure.
Reply #2 Top
Yeah, when you create a ship design, it is saved, and will appear in future games, unless you delete it. That is why you have a distinction between "obsolete" and "delete" in the shipyard screen. Obsolete removes the design from your current game, while delete should get rid of it completely(?). Thus, the game does not allow you to delete "core" ship designs, only obsolete them.

I know I have spent lots of time creating wierd ships, so it is nice to have them saved and available to pop up for future games when you have spent a lot of time creating one that you really like. And if one of your custom designs does not fit into your current game's look, just obsolete it when it shows up on your shipyard list.
Reply #3 Top
The hulls have tech requirements tied to them. I have a few small hulled designs that require xeno industrial theory to unlock the blank hull. One design requires logistics just for the blank hull. I have looked through the shipcfg and shipname.xml files and have not found where those doggone requirements are hiding. I have just resigned myself to researching those techs before I can use my ships. Not like I really need them before those things are researched anyway, but still; not being able to figure this out bugs me.
Reply #4 Top
The Tech_Requirement tag (for the hulls that have one) is in GC2Types.xml. Just delete the line to mod out the requirement. Here's an example hull:

< Hull Name="TinyHull0" >
< DisplayName >Tiny< /DisplayName >
< Description >Tiny hulls have very little space but are cheap and only use 2 logistic points. This means you can build bigger fleets of them.< /Description >
< Cost >35< /Cost >
< SensorRange >2< /SensorRange >
< Size >16< /Size >
< HP >6< /HP >
< Model >Tiny_0< /Model >
< Thumbnail >Tiny_0< /Thumbnail >
< Speed >1< /Speed >
< Category >Tiny< /Category >
< Logistics >2< /Logistics >
< Tech_Requirement >XenoIndustrialTheory< /Tech_Requirement >
< /Hull >

So the various hulls can have better/worse hitpoints, size, cost, speed bonus, logistics cost, and built-in Sensor Range.

Could have some fun designing a spread of hulls with that...Like maybe a size-10 sensor drone hull that becomes available when sensors are researched, which has three times the SensorRange.

Or specialized WarpCorvette hulls, that become available with warp drive, that give extra bonus movement point, but are sleightly smaller than a medium hull.

Or weapons platform hull, with a 0 Speed bonus, but a low logistics value.