Monday, September 30, 2013

Figuring Out Shipyards... and a Modding Lesson

I had a productive weekend modding so here is a quick update.

I spent most of the time cleaning up Imperial Navy / space structures including adding in a new shipbuilding system. There are some nice complex ones in other mods but I wanted to keep to something simple if possible while still making holding key planets of great strategic importance.

Please see the previous posts on the types of shipyards and a list of shipyards by planet / manufacturer.

I have implemented the light and medium shipyards and tonight I will finally finish the heavy shipyards then test the system with a mini run-through.

I ran into some serious engine bugs trying to get this to work the way I wanted but I eventually found a compromise.

Space structures and ships must have a <Space_Station_Minimum> value set to 1 or higher to show in the proper build area. If not they show in the ground buildables section, which is bizarre - hard coding ftw! I was able to work around that though without having to implement anything crazy, you need at least a lvl 1 space station to build them - the space station hold population (ie. the workers who will be building structures or ships)

For example:

1. To build a Vindicator-class Heavy Cruiser you need a SFS aligned planet + at least 1 Medium Shipyard.
2. To build an Imperial-class Star Destroyer you need a KDY aligned planet + at least 1 Heavy Shipyard.
3. To build a Tartan-class Patrol Cruiser (corvette) you  need a Damorian aligned planet like Esseles + at least 1 Light Shipyard.

I think that is a good compromise solution that works well. I will do some more testing after finishing the XML for the heavy shipyards tonight.

Tuesday, September 24, 2013

Making More Progress...

After a long hiatus I am back in modding mode and making really good progress.

Currently working on implementing space stations for both sides and finishing up the Rebel Fleet.

This morning I started implementing the Dauntless-class Heavy Cruiser, one of the Rebel's more capable larger vessels. Next on the list will be the Lucrehulk-class Battleship and the Bulwark-class Battlecruiser Mark 3. I need to resize the Dauntless, add in an icon and then get the hardpoints and squadron spawns working. Hope to do that tonight after work.

In terms of smaller vessels I still have to add the MC40a Light Cruiser and the Acclamator II-class Assault Ship. Then I have to fix a bug with the X-Wings that limits them to 6 per squadron - limiting their usefulness until they are bumped up to 12 per squadron.

I recently gave the Z95 Headhunters and the A-Wings multiple versions, default vanilla versions and enhanced versions with concussion missiles. (ie. the Z-95-AF4 Headhunter)

XQ and Golan Platforms have bugs where the models are showing as green, I've had that issue before and it is a pain to fix. I think right now the XQ6 and Golan 2 variants are the ones with the issues.

All in all good progress and I'm aiming to release the space-only demo in November sometime. Stay tuned!!

Sunday, September 15, 2013

Long time... no update...

After a long hiatus I have started up the mod again.

Right now I am getting a space-only alpha ready.

Today I am working on cleaning up ship descriptions and when/where they can be built for the Empire.