Request: adding new types of advanced modules

I was thinking earlier today about the TA expansion and creating custom races with custom tech trees. I then decided that I wanted to update a custom race I made a while back, that was designed to be a master of military starbases.

After some thinking, I decided that a useful tech would be "cheaper small ship construction" that would provide access to a cheaper versions of tiny and small hulls. The idea was to make smaller ships easier to mass produce, but this created a new problem. To take advantage of these cheaper hull, you would have scrap the frame itself, along with any jewelery. You would be stuck rebuilding your ship from scratch (unless you wanted something that looked different).

Then I realized that I might be able to provide a blank hull with minimal stats (1 hp for, 0 speed for instance) that could get a one per ship part that would provide the required ship stats, while making it cheaper. This would allow me, and anyone else who used my mod, to quickly update their ships to their cheaper versions by swaping out a single part. But then I realized that I might need to use an existing advanced module type (such as a fleet warp module). To use an existing type of advanced modules runs the risk of blocking out the defaults, which is something I don't want.


So this where I ask you, the devs, to see if you can make something like this work.

Please?
3,743 views 13 replies
Reply #1 Top
Really all you'd need would be an option to specify one-per-ship in the xml. You could then just use an HP booster module to give HP, negative size, and an appropriate cost.
Reply #2 Top
When you say "all you'd need" here you make it sound like that seems like something the devs could put in relatively easily.

If that's really the case, it makes me happy. Very happy.
Reply #3 Top
Really all you'd need would be an option to specify one-per-ship in the xml.
End of quote


I suppose I could get away with a single one-per-ship price reduction part, but that wouldn't give me the ability to generate a whole category. If I could manipulate a whole category, I could do more complex ship modding.

By the way, do you have any idea why ship appearance and function are integrated? What I mean is, I can design my ships appearance, but then, once I'm done, I then need to install components, which can wreck a master piece. I would like to add in "cosmetic weapons" that shoots lasers of my choice of colour and sound effect, while being able to adjust different stats. Maybe having a feature to swaping out "cosmetic weapons" quickly such as when I switch damage type weapons.
Reply #4 Top
Until "cosmetic weapons" come in, my mod (Ultimate Design Freedom Mod) makes all components invisible (unless you use the non-MV compat version, where the colony and troop transport modules won't work), therefore allowing your masterpiece to still look cool, even though the laser colors may not be right.
Reply #5 Top
Really all you'd need would be an option to specify one-per-ship in the xml. You could then just use an HP booster module to give HP, negative size, and an appropriate cost.
End of quote


Kryo,

will there be a new qualifier at some point for modules?

ie, RequiresHullType-Cargo-RequiresHullType- ?

and, a one per fleet qualifier as well?

by setting a specific hull type for cirtain modules (heck, or weapons/defenses etc) a whole 'nother world of fleet synergy could be created.

edit - whoops with the xml code on forums.
Reply #6 Top
I would so love a RequiresHullType tag. you could do things like have researchable "microweapons" that are really small, but can only be attached to tiny hulls.
Reply #7 Top
I would also love that. One of the things the Star Wars mod could benefit is a starfighter-only maneuverability defense against capital ship weapons.
Reply #8 Top
or.. how bout a Carrier module,RequiresHullType-Huge only, adds X logistics.. but only ships of 3 logistics points or less are counted twards that bonus. Add the Range bonus modules and voila, carrier fleets.
Reply #9 Top
A requireshulltype tag wouldn't really make sense, since the types are all moddable. They'd need to be changed any time anyone added or removed hull types.
Reply #10 Top
Just make it a string that links to the name of the hull type and a check that makes sure the string matches the name of the current hull?

Technologies are fully moddable, too, but we certainly have a lot of "RequiresTech" tags.
Reply #11 Top
Ah, for some reason i thought that the Catagory tag would be where RequiresHullType could be pointed at, but now that im looking at various mods, some indeed use differant names..

hrm.


still, thanks for the reply to the idear, mayhap ya'all can bounce it around a bit. - being able to seperate modules to hull types, if even just setting up a new line to the extent of primary type (1-6 for the basic ship types, modded or not, they will end up falling into those basic catagories based mainly on capacity), then adding the requiredhulltype qualifier pointed at the new line could very well open up alot of possibilities. Mods unfortunately would need to be adjusted, but in the long run the added variety might very well be worth it.

end 2bc
Reply #12 Top
I agree. Modders are usually capable of editing anything they need. If they add a new hull type, they can easily make sure they update all the appropriate tags. For the added capabilities in variety, it would be more than well worth the extra work.
Reply #13 Top
probably even more code to do.. but if RequiresHullType cant be done, how about a Minimum/Maximum Capacity qualifier? - a bit more flexible for modders, if akward, but essentially does the same thing, limit modules to hulls, allowing for more Tech tree options and ship varience.