• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Alternatively - instead of adding debug to the starsystem - you can add the specific starsystem tag into the Shop file.

"planet_name_kimi"

I may have misunderstood your original walkthrough post.

I created a new shop file specifically for Kimi, as a copy of the "all" shop, which per SigmarPrime's post would need to be added to the database.

Instead, I should have just added the planet to the tags on the existing "all" shop in place of the "debug"?
 
@Max_Killjoy - Sorry if I was unclear.
  • Make a copy of the 'all' shops (so you don't mess up the original).
  • Remove the debug tag
  • add "planet_name_kimi" tag in its place
The items in the list should now appear on Kimi -though I would delete that "chassis template" entry, to be safe. Scan down the list and make sure there aren't other 'Test' or 'Target' chassis.

Don't know how that would work without doing the unholy things with assets. Hmmmm...

LOL - seed planted ;)
 
On the "megastore" front -- it obviously worked, because the market at Kimi is crammed with mechs for sale.

However, the total number of things (mechs, weapons, etc) for sale doesn't appear to have gone up, despite increasing the store size settings in the constants JSON.
 
There may be physical item limit to the UI. I found that when trying to choose 8 pieces of salvage after a mission (there is a 7 item physical limit in the UI).

I may have to start cutting some stuff out of the files to concentrate on the things that rarely show up and/or that I'm most interested in trying. No need to fill the store with basic weapons, for example.
 
@Justin Kase There's an instruction sequence in the .dll which sets up buildings and positions them (something builder, at work now, can't remember), that would have to be edited as well. Other than that, first thing that comes to mind is creating new turret chassis def and force feeding it into a building file. Somehow. I'll dig in and see if there are building "chassisdef" files or something along these lines.

@Max_Killjoy There is also a store capacity field in the starsystem .jsons. See if that works for you.
 
Alternatively - instead of adding debug to the starsystem - you can add the specific starsystem tag into the Shop file.

"planet_name_kimi"



There is a thread on ammo that came up this week : https://forum.paradoxplaza.com/foru...lp-creating-completely-new-ammo-type.1104795/

Long story short - you need to edit the MetadataDatabase.db as well as creating the jsons.

For the 'Clan' lance, it isn't so much creating the name of the file or unit - what defines which 'Mechs are chosen are the parameters in that JSON. Your best bet would be to create a new unit tag called "unit_clan". You then add that tag into any Clan 'Mech definitions AND you make that a requirement for the Lance defs.

Thanks, how does one go about "creating a new unit tag", is it as easy as just adding Unit_Clan to the tag list of the mechDef and then also adding it to the lanceDef requirement tags? Or does It need to actually be created somewhere first?
 
Ok, I basically give up on status effect coding. Does anyone have any extensive tutorial or link to one? I can't make things work in a way I'd like, no matter how I try.
C'mon guys, I'm dying here. Pweez? :(
 
As an aside... I did not realize until I tried to download some stuff from Nexus earlier this week to look at how people had achieved certain things in their mods... Nexus requires a login account just to download stuff? Really?
 
They want to sell your email like everyone else.
 
@Justin Kase There's an instruction sequence in the .dll which sets up buildings and positions them (something builder, at work now, can't remember), that would have to be edited as well. Other than that, first thing that comes to mind is creating new turret chassis def and force feeding it into a building file. Somehow. I'll dig in and see if there are building "chassisdef" files or something along these lines.

@Max_Killjoy There is also a store capacity field in the starsystem .jsons. See if that works for you.

Increasing the store capacity evidently makes the store un-openable. The game doesn't lock up, the store just never loads, but if you go to a different screen (command deck, engineering, wherever), it will load that other thing just fine and keep on playing without a hitch.
 
Increasing the store capacity evidently makes the store un-openable. The game doesn't lock up, the store just never loads, but if you go to a different screen (command deck, engineering, wherever), it will load that other thing just fine and keep on playing without a hitch.
That seems to be what happens every time the code and UI don't play well together. If you go into the .jsons and change the setting for how many mechs a mechbay pod can hold then the mechbay just doesn't load anymore.
 
Thanks, how does one go about "creating a new unit tag", is it as easy as just adding Unit_Clan to the tag list of the mechDef and then also adding it to the lanceDef requirement tags? Or does It need to actually be created somewhere first?

Add the "unit_clan" tag in the json.

If you are using ModTek, the MDD creator for campaigns should take care of the rest, rather than needing a manual adjustment of the TagSetTag table to match the TagSetID that matches the UnitDefID.

Then, in your LanceDef tagslook under the "unitTagSet" to define which sorts of 'Mech tags it is looking for - and add your 'unit_clan' tag there.

That 'should' work.
 
That seems to be what happens every time the code and UI don't play well together. If you go into the .jsons and change the setting for how many mechs a mechbay pod can hold then the mechbay just doesn't load anymore.

I went through the system files looking for which one had the biggest shop values, and oddly the two things I've found are that the "standard" max is always 0, and that the "specials" max never goes above 9 -- at least in the files I've looked in so far.
 
1.1 is now in beta.

I'm making a list of all the tweaks I've made in order to compare them to what this patch does, and start turning them into a real mod for my own use once I've installed 1.1

(Going to have to figure out all my own modding, since Nexus requires account creation and login just to download files.)