Questions about modding VehicleSizes |
Is it possible to 'rename' the ship names and codes without needing to make major changes to other files?
E.g.
Change this...
Name := Frigate
Short Name := Frigate
Description :=
Code := FG
To this...
Name := Escort
Short Name := Escort
Description :=
Code := ES
...without totally messing up the AI's ability to build ships?
for example of what I wanted to rename.
Frigate - Corvette or Escort (Code ES)
Destroyer - Frigate (Code FF)
Light Cruiser - Destroyer (Code DD)
(although some naval institutions have Frigate as being larger than a Destroyer)
Cruiser (code CC)
Battleship - Dreadnaught (code DN)
Dreadnought - Battleship (code BB)
(afaik with naval history, Battleships came after Dreadnoughts and were larger than them also)
Light Carrier - Escort Carrier (code CVL)
(or Jeep Carrier, just for kicks...)
Carrier (code CV)
Heavy Carrier - Fleet Carrier or Super Carrier (code CVX)
Also, is it possible to make it so it so a ship gets multiple movement points from an engine, rather than making it have multiple engines per movement point?
I ask because I think that it might be interesting if a really small ship, a drone or 'small' units could have less engines but get more movement per engine.
Re: Questions about modding VehicleSizes
I *think* that you can change the names of your vehicle sizes so long as you make the equivalent changes in Script_AI_GlobalConstants_VehicleSizes.txt. As best as I can figure, the design scripts and whatnot use this file to figure out what size hull to use.
I'm sure somebody will correct me if I'm wrong, but why not play around with this file and see what you get?




Re: Questions about modding VehicleSizes
I thought a Dreadnought was a specific type of Battleship, one designed after the original HMS Dreadnought, a British battleship which was at the time the largest warship in existence... So I'd say dreadnoughts are bigger than battleships
Yes, you can get multiple moves per engine - I think you can set the "engines per move" field of the hull to a decimal. If that doesn't work, just raise the move points generated by the engines, and raise the "engines per move" of all OTHER ships/units accordingly!
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