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Coffeecool

Corporal
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Jun 5, 2016
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Hi there,

I made a Mod called Science Cruiser.
My idea was to create a new ship class that is able to be a mix of a cruiser and a science ship.(like the Enterprise or Voyager)

My Problem is now that civil ships dont fight even if they have weapons and military ships cant survey even if they have a science lab onboard.

Is there any way i can make this mod work or is the ship_class behavior hardcoded and not moddable?
 
Hi there,

I made a Mod called Science Cruiser.
My idea was to create a new ship class that is able to be a mix of a cruiser and a science ship.(like the Enterprise or Voyager)

My Problem is now that civil ships dont fight even if they have weapons and military ships cant survey even if they have a science lab onboard.

Is there any way i can make this mod work or is the ship_class behavior hardcoded and not moddable?

You can definitely modify it. :p
 
Just add to ship sizes:

"can attack = yes"

??:p

A little more details and not only one liner would be helpfull.:p:p:p

Code:
num_target_locators = 0

and

Code:
is_civilian = yes

Set top to 1 (I'm like 99% sure that's for amount of targets :p)

Set bottom to no. Then, use the next thing:

Code:
class = shipclass_science_ship

Have the class set to science ship, then that should enable the use of a science lab.
 
Code:
num_target_locators = 0

and

Code:
is_civilian = yes

Set top to 1 (I'm like 99% sure that's for amount of targets :p)

Set bottom to no. Then, use the next thing:

Code:
class = shipclass_science_ship

Have the class set to science ship, then that should enable the use of a science lab.

If
Code:
is_civilian = no

and
Code:
class = shipclass_science_ship

It CANT survey. Already tried this.

This was already at 4
Code:
num_target_locators = 0
 
Last edited:
Code:
ds_cruiser = {
    max_speed = 4.5
    acceleration = 0.35
    rotation_speed = 0.2
    combat_max_speed = @cruiser_combat_speed
    combat_rotation_speed = @cruiser_combat_rotation
    collision_radius = @cruiser_collision_radius
    modifier = {
        ship_evasion_mult = -0.3
        ship_armor_add = 16
    }
    max_hitpoints = 1200
    size_multiplier = 4
    fleet_slot_size = 3
    section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
    num_target_locators = 4
    is_space_station = no
    icon_frame = 4
    base_buildtime = 300
    required_spaceport_level = 1
    can_have_federation_design = yes
    enable_default_design = yes    #if yes, countries will have an auto-generated design at start
 
    prerequisites = { "tech_starcruiser_initiative" }
    is_civilian = yes
    #can attack = yes
    class = shipclass_science_ship
    required_component_set = "ftl_components"
    required_component_set = "science_labs"
    required_component_set = "thruster_components"
    required_component_set = "ship_sensor_components"

Deosnt work, ship is not fighting

Now im interested in your "you can defenetly mod this" answer:p
 
Now im interested in your "you can defenetly mod this" answer:p

As am I. :p

On a side note, try keeping the ship civilian, however, add weaponry and combat computers as a required component. Since civilian ships can enter combat, maybe forcing weaponry on them might make them actually attack. While they won't enter an aggressive stance (Preferable for a civilian ship), they may be able to attack.

If all else fails, then create a post in the modding suggestions thread. That's a thread for any suggestions one may have to the modding engine and how to improve it.
 
As am I. :p

On a side note, try keeping the ship civilian, however, add weaponry and combat computers as a required component. Since civilian ships can enter combat, maybe forcing weaponry on them might make them actually attack. While they won't enter an aggressive stance (Preferable for a civilian ship), they may be able to attack.

If all else fails, then create a post in the modding suggestions thread. That's a thread for any suggestions one may have to the modding engine and how to improve it.

I dont know how to force weapons, but combat computers and science lab conflict with each other (using the same slot, it seems) so you cant have both.
 
I dont know how to force weapons, but combat computers and science lab conflict with each other (using the same slot, it seems) so you cant have both.

Ah. When I say forcing weapons, I mean having a weapon type as a required component. So have "required_component_x". x being whatever weapon you choose to force onto it.