Making Miniturization be Per Ship

Is there a way to modify a hull, even just a stock hull, to add a miniturization fraction, or is there a way to make a module that enhanced miniturization for that specific design?

I'd like to mod in a way to produce really expensive but very spacious ships, the intent being a truely terrifying flagship.

Anyone do this or got any idea if its even possible?
6,825 views 13 replies
Reply #1 Top
Sounds like you just want a big, expensive hull, which doesn't really have much to do with miniturization. Just copy one of the hull entries in GC2Types.xml, and change the name, cost, and size as you like.
Reply #2 Top
Yeah that is basically what i want.

The last time i did that though, the pieces scale to the size. I'd like to keep the large hull fitting sizes, but get a lot more fits on the hull. Can that be done by just editing the hull size now?
Reply #3 Top
The pieces still have sizemods, so that's the downside. There's not really any way to circumvent them on one ship without a global miniturization bonus and/or eliminating the sizemods altogether for all ships, both of which have some undersirable consequences for your case.
Reply #4 Top
Hmm... is there anything technically stopping "negative capacity" modules? As in, a module you could add to a ship, that instead of taking up space, adds to it, for a significant cost? I really like the idea of miscellaneous modules that make ships more unique, and that one sounds like one that could be particularly useful.
Reply #5 Top
Hmm... is there anything technically stopping "negative capacity" modules?


You can do that, but then you make it possible to make ships with infinite capacity (and the AI may very well try to use them).
Reply #6 Top
If we make them prohibitively overpriced, maybe that'll limit ai use.

Either way, how do you make a negative capacity module... sounds like that might be what i want.
Reply #7 Top
Just add any part in GC2Types.xml, and give it negative size.

One thing you might actually do, which could make it useless for all but the big ship you intend to use it on, is give it a large positive size and a negative sizemod, so on smaller ships it does no good, but on very large ships it actually increases the space available. For example, if you make a part with size 100 and a -50% sizemod, it'll only give you a benefit if the hull has more than 200 base capacity (Huge hulls in DA have 150, so you'd need to add a bigger one). Anything smaller than that will have the module actually consume space, and thus be useless.
Reply #8 Top
Awesome thoughts Kryo! I might try to do this once I figure out how to make my own hulls using Blender >.> But alas, that will be taking a bit before I can do so. And thus, i must go and play a meta game for the "Tournament of Losers" now, so good day!

GalenEvil
Reply #9 Top
Excellent idea kyro. i think i'll impliment that and see how it does


Edit: Well i tried this, but it doesnt work like you'd think. I did the 100 size / -50 sizemod values and what i pretty much ended up with was a module that takes up no space, and doesnt add any.

I tried negative number in the size catagory and it worked as expected. Seems the only way to limit ai usage would be to make them prohibitively expensive. It's meant to be a one-ship flag vessel anyhow. I suppose i could add smaller extension modules that cost a little less and see what comes of that... i envisioned a setup like that of master of orion 2; It can be done on every ship but its done on a scale of cost/size. Maybe i'm missing something.


Edit 2: Upon experimenting, I found that setting the size to say, -10, and then the sizemod to -100 gets the results i'd wanted. Smaller ships get much less of a boost. Now its a matter of tweaking.

And I think i'm a moron, you said more than 200, i had a hull with exactly 200, which is probably why I only saw a module that took up no space.

Edit 3: Yep. Changed hull to 220, got -10 out of the module. My reading comprehension skills need improvement.
Reply #10 Top
Ok, so here's what i ended up doing.

I made flagship hulls, edited versions of all 3 of the huge hulls, a little better than regular huge hulls, about 12 times more expensive. 800 space on all of them.

Made two modules out of the most basic support module. (They do all minimally increase logistical range too. A nice secondary perk.)

One is a general hull mod that scales with ship size, it costs as much as a tiny hull, which is 25, and on a tiny hull it adds about 21 space (which is a little more than stock capacity on a tiny hull). Am probably going to increase the cost to about 50, but it will effectively double the cost of that ship and a little more than double the capacity.

No way I know of to control size specific extension modules, other than to make 4 other hull capacity modules and tailor them to each specific size of hull. I figure i'll just play with this the way it is now and see what the AI does with them.

The 2nd module costs 5, adds less than the regular hull mod does, but obviously costs less to do. The mathematical outcome is that you get more extra space when the cost equalizes. This special module, as kyro explained earlier, cannot be added to anything smaller than 200 capacity. The display says this actually adds ~94 capacity to a tiny hull. This definately prohibits use on anything smaller than the flagship.

Regular module is configured as so:

Cost: 25
size: -5
sizemod: -100
range: 4

Flagship module is configured much as kyro recommended:

Cost: 5
size: 100
sizemod: -50
range: 12

So, thats how I decided to do this. Just figured i'd lay it all out in case anyone else was interested.
Reply #11 Top
if you want to limit the abusiveness of this idea, is it possible to make it so that you can only add 1 of these expansion components, much like you can only add 1 spore module for example.
Reply #12 Top
thats a good idea. i'll have to look into it.

it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything.
Reply #13 Top
thats a good idea. i'll have to look into it.

it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything.

its really nice to have a flagship with perks heh. whole reason behind this was my hatred of losing my flagship in combat, or designing a ship for 4 hours only to be able to mount 4 weapons on it

Edit: Whoops, double post.