Starbase modules specifically Starbase Range and SlowEnemies(strings)

AFter reading CariElf's little guide to modding GC2, and making numerous changes lol, I came across Starbase modules. I saw that there were 2, (at least all I saw) that had abilities that I havent seen in the game yet, one was increasing Starbase Range(how far you can keep going from a starbase) and Slow Enemies. There are also the String names, though you need to take out the space between words. Ive tried to get the range to work with little success and though the module does show up it says in it that "string not found +0%" Not sure what ive done wrong here..but here what i have written into the xml code for StarbaseModules:



Any help on actually getting it to extend out the distance and removing that error would be great. Also am going to try out the SlowEnemies, but not sure as of yet how this will work. Anyone have any ideas on this? Thanks much!
6,409 views 6 replies
Reply #1 Top
For some reason the XML format wont appear above so ill try again below...ahh I think I figured it out..heres trying again:

StarbaseModule InternalName="FuelingStation01">

Name>Fueling Station

Model>Starbase01

Tech_Requirement>Ion Drive

Module_Requirement>

Description>Full service stop that checks the oil, nuclear reactors, and even wipes the windshield.

ModuleSize>2

StarbaseAbility>StarbaseRange

StarbaseRange>1

ModuleCost>150

Type>Military

/StarbaseModule>

Guess I didnt figure it out lol..heres the best I can do
Reply #2 Top
The forum uses > and < for it's own code so surrounding statements with those characters won't show up.
Instead use the replace-all function of your text editor to change them to some other symbol such as { and } like so

{StarbaseModule InternalName="InterdictionBeam"}
{Name}Interdiction Beam{/Name}
{Model}Starbase01{/Model}
{Tech_Requirement}HyperDrive{/Tech_Requirement}
{Module_Requirement}{/Module_Requirement}
{Description}By equipping the base with weak tractor beams we can slow down the enemy.{/Description}
{ModuleSize}1{/ModuleSize}
{StarbaseAbility}SlowEnemies{/StarbaseAbility}
{StarbaseAbilityValue}-1{/StarbaseAbilityValue}
{ModuleCost}100{/ModuleCost}
{Type}Military{/Type}
{/StarbaseModule}

This is a module that is already in the game, though in this I've changed a few things, namely the tech requirement since I have a series of these in my mod, available at different propulsion techs.

Starbase range is implemented but never used in the standard un-modded game, and it changes the range of influence of the starbase, not the distance ships can fly from the starbase. Basic range is 8. Adding these lines to a module will increase it's range to 12 once applied.

{StarbaseAbility}StarbaseRange{/StarbaseAbility}
{StarbaseAbilityValue}4{/StarbaseAbilityValue}

To get rid of the string not found error you need to open English.Str and search for

[TABLEALIAS StarbaseAbilities]

and under it add this line

[StarbaseRange] Starbase Range

one other starbase ability that is not in the original game but IS implemented in code is RepairAssist, which you can see an example of in the Example mod.
I'm not sure if there are any others, there a lots of string entries in English.str that have no functionality in game yet, those two are an exception that I know of.
Reply #3 Top
Wow thanks much..LOL I must have misssd the inverse tractor beam..darn it haha and darn..it only increases the range of influence bummer. LOL oh well. IM most thankful for the information you gave me and how to now put the format on here the correct way. I actually copied over the repairassist and have been using it for awhile. Kinda nice I think. Many thanks friend!
Reply #4 Top
It tried to create a module with Starbase range, but when I add this module to a starbase, nothing seems to change. Are you sure it is implemented?
Reply #5 Top
Use SensorRange instead of StarbaseAbilityValue in StarbaseModules.xml.

Like so.

[StarbaseModule InternalName="StarbaseAdmin"]
[Name]Administration Deck[/Name]
[Model]Starbase01[/Model]
[Tech_Requirement]ColonialAdmin[/Tech_Requirement]
[Module_Requirement][/Module_Requirement]
[Description]Keeping the starbase running.[/Description]
[StarbaseAbility]StarbaseRange[/StarbaseAbility]
[SensorRange]1[/SensorRange]
[ModuleSize]1[/ModuleSize]
[ModuleCost]0[/ModuleCost]
[Type]Culture[/Type]
[/StarbaseModule]

The above is an example from my mod - an area of effect booster for culture starbases that requires the ColonialAdmin tech.

Also you need two extra entries (not one) in the English.str file to eliminate the string error(s) that can occur.

Like so.

[TABLEALIAS StarbaseAbilities]

[AttackAssist] Ships Attack
[Trade] Monthly Freighter Revenue
[ShipDocking] Docking Room
[Culture] Cultural Influence
[StarbaseDefense] Starbase Defense
[StarbaseSensors] Sensors
[Range] Area of Effect
[StarbaseRange] Area of Effect
Reply #6 Top
Yeah, thanks, AlphaAsh! I've created some nifty modules by increasing the starbase area of effect.