PS1: The easiest way is to cheat for all research and build the ship in the ship yard.Once you've done the ship(s) leave the gamego to ..\MyDocuments\..\MyGames\GC2TwilightArnor\shipssay you have an Escort.xml & Sx_UD_Escort0.shipcfg (+1 index by upgrading ingame)1. rename shipcfg to Sx_Escort.shipcfg2. open the Escort.xml delete the whole userdefined tag, and change the model to the name of the shipcfg in this case "Escort" 3.
do basically the same for the shiptemplate, I left a "T" in shipcfg
name to distinguish between template and ship. The model tag in the
template would read "T_Escort"Thats all, except you need to make sure that you don't define any coreship in GC2Ships.This does not apply for the 3 starting ships, ColonyShip, SpaceMiner & SurveyShipYou
should not change the name attribute & model, though you can build
them in shipyard but the classname=name attribute! Better take SDs
naming convention for them, otherwise invisible ships & crash as in
Alright, thanks so much... it gives me a fair enough idea on how to create the basic ships for any X*Style(s) i'd later need to validate straight off the 'normal' GC ingame routine. Then, it's only also matter of providing all new or replacing 3D models for the specific components or structurals and use any through a mod session in a shipyard to design new ships directly (instead of having to use a whole modified hull as the entire ship itself with a few hard-points to connect extra items to it).
It's really a lot simpler when explained in such a manner (above) - direct, obvious, small steps, etc. I'm gonna give this method a solid try and eventually will produce some results which i'll report by zipping a new XW-Ships file. Some tests, verifications and i'm all set & ready to go... Many Thanks again to you.