Mod coding help with a ship combat only engine. |

I looked at other mods, but couldn't find where anyone already did this.
I read a post where a player was requesting a Monitor class ship and I really liked the idea. Basically, that is a ship that doesn't leave a system or in SEV's case it doesn't leave orbit. The Monitor ship is intended to defend planets and can take the fight to attackers versus weapon platforms being limited in range by just setting on the planets.
I tried to make an Engine that provides only combat movement and no sublight in system movement. I mirrored Afterburners as a basis for the design, but even with multiple System Drives I couldn't get the movement in combat past 2km even with the restrictions pulled. At least I think I had it pulled.
What I am trying to make:
1. Engine with combat movement only.
2. New engine can't be combined with normal engines.
3. Follows the same hull restrictions for engine placement and engine count.
4. Component reduces the overall ship maintenance cost. I don't want to make new hulls, but the monitor is meant to be cheap to maintain.
5. Add normal engine requirements. ie...supply storage, cost to build, maintenance, etc.
6. I'll tweak the numbers after we get it to work.
I'm asking this here and www.spaceempires.net

Re: Mod coding help with a ship combat only engine.
Edit the engines requirement on the Monitor Hull in VehicleSizes.txt to be 0. You can make your "System Drive" larger (like 100kT or 200kT) and provide 5-10 combat movement to accomplish your idea.

Re: Mod coding help with a ship combat only engine.
Ok, I see what you mean. You want the placement of a system drive to disallow regular engines and vice versa.
Yes, you can achieve that in the requirements of the System Drive to allow the placement of the drive only if the ability count for standard movement is 0. It's pretty much the same statement as on the hull entries.

Re: Mod coding help with a ship combat only engine.
Name := System Drive
Description := Provides combat movement for a ship that cannot move.
Picture Number := 67
Maximum Level := 5
Tonnage Space Taken Formula := 200
Tonnage Structure Formula := 400
Cost Minerals Formula := 1000 + (([%Level%] - 1) * 100)
Cost Organics Formula := 0
Cost Radioactives Formula := 500 + (([%Level%] - 1) * 50)
Supply Amount Used Formula := 5
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Technological
General Group := Engines
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in System Drives.
Requirement 1 Formula := Get_Empire_Tech_Level("System Drives") >= [%Level%]
Requirement 6 Description := Ship can not have any standard movement.
Requirement 6 Formula := Get_Design_Ability_Component_Count("Movement Standard") <= 0
Number Of Abilities := 2
Ability 1 Type := Combat Movement
Ability 1 Description := System Drives add [%Amount1%] km/s to a Ship's movement in combat.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := ([%Level%] * 5)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Description Only
Ability 2 Description := Only 1 System Drive per ship effective.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Re: Mod coding help with a ship combat only engine.
Kwok would this work for bases and sats too?

Re: Mod coding help with a ship combat only engine.
Are you sure that actually works? A while back I created a mod called the "Capship Mod" which turned bases into "Capital Ships", but apparently bases are hard-coded to be immobile... of course, I used standard movement rather than combat movement, and maybe Aaron changed something along the way... 
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Re: Mod coding help with a ship combat only engine.
The "Combat Movement" does not stack together. Only the maximum value is used.
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