Hi all,
I wonder how I would be able to disallow the use of the standard player ships without overriding them. I would instead have my own, Hoshikaze-specific range of player ships, active only in my Adventure Mod, rather than reusing existing ship UNIDs.
So is there some place in the XMLs with a list of player ships, that could be overriden in an Adventure Mod ?
Or are player ships strictly define by the extra Player Settings on the ship class, so for disabling the use of the three standard ships, you have to override them ?
How are player ships defined ?
- Betelgeuse
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I would like to define what kind of ships can go into your adventure. Like for some mods you need certain data on the player ship or for a high level adventure you wouldn't want the player choosing ships that aren't equipped for it.
Crying is not a proper retort!
- Mutos
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Hi all,
Thanks 12Ghost12 for the statement ! So it confirms what I feared. But anyway, I'll manage...
So I've thought of a way to achieve what I want : I just need to redefine the standard player ships without the Player Settings and my own ones with the Player Settings.
It might also answer to your question, Betelgeuse. Could be possible to define multiple Adventure Mods, each with a different set of player ships and different data for level selection...
The only drawback is that it makes the Adventure Mod file uselessly bulky. So as I do on many threads and particularly this one, I ask George if he could allow the use of Modules in Adventure Mods, as they play the same role as Transcendance.XML in the regular dataset...
Thanks 12Ghost12 for the statement ! So it confirms what I feared. But anyway, I'll manage...
So I've thought of a way to achieve what I want : I just need to redefine the standard player ships without the Player Settings and my own ones with the Player Settings.
It might also answer to your question, Betelgeuse. Could be possible to define multiple Adventure Mods, each with a different set of player ships and different data for level selection...
The only drawback is that it makes the Adventure Mod file uselessly bulky. So as I do on many threads and particularly this one, I ask George if he could allow the use of Modules in Adventure Mods, as they play the same role as Transcendance.XML in the regular dataset...
- Betelgeuse
- Fleet Officer
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- Joined: Sun Mar 05, 2006 6:31 am
the problem with that solution is that if they have mod ships of there own they wouldn't work with your mod
Crying is not a proper retort!
- Mutos
- Militia Lieutenant
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- Location: Near Paris, France
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Hi Betelgeuse,
Yes of course, but the concept of the SoC Adventure Mod is to be as self-sufficient a dataset as possible. In fact it should not even depend on the original game data.
One could say my twin mottos are "do not change anything to the regular game" and "to change anything in my data, a Mod must be specifically designed for that".
Yes of course, but the concept of the SoC Adventure Mod is to be as self-sufficient a dataset as possible. In fact it should not even depend on the original game data.
One could say my twin mottos are "do not change anything to the regular game" and "to change anything in my data, a Mod must be specifically designed for that".