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MarKr

First Lieutenant
18 Badges
Nov 10, 2017
211
4
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Hi,

I got interested in an idea I found where someone suggested to make stations able to spawn "defensive ships" that would have no FTL and so they would defend the star system but would never be able to leave.

I wanted to start small just to see if it works. I started with a Corvette.
My "ship_sizes" folder has a file "00_ship_types_defensive_fleets":

Code:
def_corvette = {
    formation_priority = @corvette_formation_priority
    max_speed = @speed_very_fast
    acceleration = 0.35
    rotation_speed = 0.1
    collision_radius = @corvette_collision_radius
    max_hitpoints = @corvette_hp
    modifier = {
        ship_evasion_add = @corvette_evasion
        ship_piracy_suppression_add = 2
    }
    size_multiplier = 1
    fleet_slot_size = 1
    section_slots = { "mid" = { locator = "part1" } }
    num_target_locators = 2
    is_space_station = no
    icon_frame = 2
    text_icon = military_size_1
    base_buildtime = @corvette_build_time
    can_have_federation_design = no
    enable_default_design = yes    #if yes, countries will have an auto-generated design at start
    enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

    default_behavior = swarm

    prerequisites = { "tech_corvettes" }

    combat_disengage_chance = 0.00

    class = shipclass_military
    construction_type = starbase_defenses
    required_component_set = "power_core"
    required_component_set = "thruster_components"
    required_component_set = "sensor_components"
    required_component_set = "combat_computers"

    resources = {
        category = ships
        upkeep = {
            energy = @corvette_upkeep_energy
            alloys = @corvette_upkeep_alloys
        }
    }

    min_upgrade_cost = {
        alloys = 1
    }
}
Then my "section_templates" folder has file "defCorvetteSection":
Code:
@section_cost = 15

ship_section_template = {
    key = "CORVETTE_MID_M1S1"
    ship_size = def_corvette
    fits_on_slot = mid
    should_draw_components = yes
    entity = "corvette_M1S1_entity"
    icon = "GFX_ship_part_core_mid"
    
    prerequisites = { tech_missiles_1 }
    
    ai_weight = {
        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_explosive
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_explosive }
        }       
    }
    
    component_slot = {
        name = "SMALL_GUN_01"
        template = "small_turret"
        locatorname = "small_gun_01"
    }
    
    component_slot = {
        name = "TORPEDO_01"
        template = "medium_missile_turret"
        locatorname = "medium_gun_01"
    }
    
    small_utility_slots = 3
    aux_utility_slots = 1
    
    resources = {
        category = ship_sections
        cost = {
            alloys = @section_cost
        }
    }
}

ship_section_template = {
    key = "CORVETTE_MID_S3"
    ship_size = def_corvette
    fits_on_slot = mid
    should_draw_components = yes
    entity = "corvette_S3_entity"
    icon = "GFX_ship_part_core_mid"
    
    ai_weight = {
        factor = 1
    }
    
    component_slot = {
        name = "SMALL_GUN_01"
        template = "small_turret"
        locatorname = "small_gun_01"
    }
    
    component_slot = {
        name = "SMALL_GUN_02"
        template = "small_turret"
        locatorname = "small_gun_02"
    }
    
    component_slot = {
        name = "SMALL_GUN_03"
        template = "small_turret"
        locatorname = "small_gun_03"
    }
    
    small_utility_slots = 3
    aux_utility_slots = 1
    
    ai_weight = {
        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_kinetic
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_kinetic }
        }   
    }
    
    resources = {
        category = ship_sections
        cost = {
            alloys = @section_cost
        }
    }
}

ship_section_template = {
    key = "CORVETTE_MID_S2PD1"
    ship_size = def_corvette
    fits_on_slot = mid
    should_draw_components = yes
    entity = "corvette_S3_entity"
    icon = "GFX_ship_part_core_mid"
    
    ai_weight = {
        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_energy
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_energy }
        }
    }
    
    component_slot = {
        name = "SMALL_GUN_01"
        template = "point_defence_turret"
        locatorname = "small_gun_01"
    }
    
    component_slot = {
        name = "SMALL_GUN_02"
        template = "small_turret"
        locatorname = "small_gun_02"
    }
    
    component_slot = {
        name = "SMALL_GUN_03"
        template = "small_turret"
        locatorname = "small_gun_03"
    }
    
    small_utility_slots = 3
    aux_utility_slots = 1
    
    resources = {
        category = ship_sections
        cost = {
            alloys = @section_cost
        }
    }
}
As the ship uses the same components as normal corvettes, I made no changes to "component_templates". I thought that it would be enough to "define" new ship type in "ship_size", remove the FTL component from this "new" corvette type and then define what sections this new type can use in "section_template" and everything else "links" to the same files as normal corvette.

In the ship designer, I can select this "new" corvette:
20210816205009_1.jpg

(I haven't made any strings yet, so the text is not a problem)

But then I get this:
20210816205026_1.jpg

I cannot select any section (gives me no options) and I cannot select any core modules (also gives no options), the sensors are auto-selected bu power plant, thrusters and combat computer offer no options.

Extremely noobish question, I know, but what am I doing wrong?

Or if you know of someone who's done the same or similar mod, can you give me a link so I can take a look at how they did it? Thanks!
 
I think you have the same key for the new corvette sections as regular ones. This isn't like a name; it has to be unique or one will overwrite the other.
 
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