Introducing the Kintari - ideas on stats

Discussion and information relevant to creating special missions, new ships, skins etc.

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Davidtq
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Post by Davidtq »

LittleBear wrote:
Think it may need to go in standard_equipment, as in:-

Code: Select all

<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ESCAPE_POD</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_WEAPON_MILITARY_LASER</string> 
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>4</integer>
</dict>

OK got this now its including a "military laser" in the equipment list BUT it also has a forward pulse laser as standard - and thats what actually fires, the military laser doesnt seem to do anything,

This is how it looks now :-

Code: Select all

		<dict>

			<key>extras</key>

			<array>
				<string>EQ_ESCAPE_POD</string>

				<string>EQ_FUEL_INJECTION</string>

				<string>EQ_WEAPON_MILITARY_LASER</string>
	
			</array>
			<key>forward_weapon_type</key>

			<string>EQ_WEAPON_MILITARY_LASER</string>

			<key>missiles</key>

			<integer>2</integer>

		</dict>
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LittleBear
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Post by LittleBear »

Hmm. Odd! Have you also got an optional_equipment key set up? If an item is not in optional_equipment then the ship is not allowed it. So unless Military Lasers are specified in optional_equipment, the ship may not be able to use its default laser. I didn't think this applied to lasers but maybe it does. Try adding (if you haven't already got one already) an optional_equipment which includes Military Laser. Eg (from the Stingray) :-

Code: Select all

		<key>optional_equipment</key>
		<array>
            	<string>EQ_CARGO_BAY</string>
			<string>EQ_ECM</string>
			<string>EQ_PASSENGER_BERTH</string>
			<string>EQ_ENERGY_BOMB</string>
			<string>EQ_ENERGY_UNIT</string>
			<string>EQ_NAVAL_ENERGY_UNIT</string>
			<string>EQ_DOCK_COMP</string>
			<string>EQ_WEAPON_PULSE_LASER</string>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<string>EQ_WEAPON_MINING_LASER</string>
			<string>EQ_WEAPON_MILITARY_LASER</string>
		       <string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
			<string>EQ_MULTI_TARGET</string>
			<string>EQ_GAL_DRIVE</string>
			<string>EQ_ADVANCED_COMPASS</string>
			<string>EQ_SHIELD_BOOSTER</string>
			<string>EQ_NAVAL_SHIELD_BOOSTER</string>
			<string>EQ_HEAT_SHIELD</string>
			<string>EQ_ESCAPE_POD</string>
                	<string>EQ_FUEL_SCOOPS</string>
			<string>EQ_FUEL_INJECTION</string>
		</array>
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caracal
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Post by caracal »

Davidtq wrote:
LittleBear wrote:
Think it may need to go in standard_equipment, as in:-

Code: Select all

<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ESCAPE_POD</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_WEAPON_MILITARY_LASER</string> 
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>4</integer>
</dict>

OK got this now its including a "military laser" in the equipment list BUT it also has a forward pulse laser as standard - and thats what actually fires, the military laser doesnt seem to do anything,
Yeah, I've found that putting a laser in the "extras" section is a mistake. It shows up on your equipment list, but without a position, and cannot be fired.

I think LB is right, it needs to be listed in the optional equipment as well. Also, on the ships I want to come with a particular weapon pre-installed, I also put it in the shipdata, eg:

Code: Select all

      forward_weapon_type = "WEAPON_MILITARY_LASER";
Note there's no "EQ_" on that one, dunno why. The equivalent in XML would be:

Code: Select all

   <key>forward_weapon_type</key>
   <string>WEAPON_MILITARY_LASER</string>
in the shipdata.plist. And as much as I love XML in general, I really prefer the so-called ASCII format for plists ... much more compact and easy to read and edit.

Good luck with your ships!
Davidtq
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Post by Davidtq »

LittleBear wrote:
Hmm. Odd! Have you also got an optional_equipment key set up? If an item is not in optional_equipment then the ship is not allowed it. So unless Military Lasers are specified in optional_equipment, the ship may not be able to use its default laser. I didn't think this applied to lasers but maybe it does. Try adding (if you haven't already got one already) an optional_equipment which includes Military Laser. Eg (from the Stingray) :-

Code: Select all

		<key>optional_equipment</key>
		<array>
            	<string>EQ_CARGO_BAY</string>
			<string>EQ_ECM</string>
			<string>EQ_PASSENGER_BERTH</string>
			<string>EQ_ENERGY_BOMB</string>
			<string>EQ_ENERGY_UNIT</string>
			<string>EQ_NAVAL_ENERGY_UNIT</string>
			<string>EQ_DOCK_COMP</string>
			<string>EQ_WEAPON_PULSE_LASER</string>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<string>EQ_WEAPON_MINING_LASER</string>
			<string>EQ_WEAPON_MILITARY_LASER</string>
		       <string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
			<string>EQ_MULTI_TARGET</string>
			<string>EQ_GAL_DRIVE</string>
			<string>EQ_ADVANCED_COMPASS</string>
			<string>EQ_SHIELD_BOOSTER</string>
			<string>EQ_NAVAL_SHIELD_BOOSTER</string>
			<string>EQ_HEAT_SHIELD</string>
			<string>EQ_ESCAPE_POD</string>
                	<string>EQ_FUEL_SCOOPS</string>
			<string>EQ_FUEL_INJECTION</string>
		</array>

yeah Ive got a optional equipment key as well looks like this :-

Code: Select all

<key>optional_equipment</key>

		<array>

			<string>EQ_ECM</string>

			<string>EQ_FUEL_SCOOPS</string>

			<string>EQ_ENERGY_BOMB</string>

			<string>EQ_DOCK_COMP</string>

			<string>EQ_WEAPON_MILITARY_LASER</string>

			<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>

			<string>EQ_MULTI_TARGET</string>

			<string>EQ_GAL_DRIVE</string>

			<string>EQ_ADVANCED_COMPASS</string>

		</array>

Davidtq
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Post by Davidtq »

caracal wrote:
Davidtq wrote:
LittleBear wrote:
Think it may need to go in standard_equipment, as in:-

Code: Select all

<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ESCAPE_POD</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_WEAPON_MILITARY_LASER</string> 
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>4</integer>
</dict>

OK got this now its including a "military laser" in the equipment list BUT it also has a forward pulse laser as standard - and thats what actually fires, the military laser doesnt seem to do anything,
Yeah, I've found that putting a laser in the "extras" section is a mistake. It shows up on your equipment list, but without a position, and cannot be fired.

I think LB is right, it needs to be listed in the optional equipment as well. Also, on the ships I want to come with a particular weapon pre-installed, I also put it in the shipdata, eg:

Code: Select all

      forward_weapon_type = "WEAPON_MILITARY_LASER";
Note there's no "EQ_" on that one, dunno why. The equivalent in XML would be:

Code: Select all

   <key>forward_weapon_type</key>
   <string>WEAPON_MILITARY_LASER</string>
in the shipdata.plist. And as much as I love XML in general, I really prefer the so-called ASCII format for plists ... much more compact and easy to read and edit.

Good luck with your ships!
Ive got it in optional equipment already.

I got rid of the EQ in the standard equipment and that didnt work

but adding it to shipdata cracked it!

Ive since removed the front weapon line from ship yard and the ship still comes with a military laser as standard! BUT the ship can also appear in then as "upgraded" to a military laser (even though one is fitted as standard) so I guess the front weapon line in shipyard doesnt place the weapon there as such but STOPS an inappropriate upgrade from happening?

Im just getting the hang of coding the plists at all :D I guess Im using the xml because thats what the first plists I looked at trying to understand what was going on were done with. I do agree that the ascii format looks better but I think I will carry on for now using the xml until Ive cracked that and know what Im doing then try converting over to ascii and learn that. One thing at a time. For now Im please with myself for manageing to get my exhaust plumes looking "right" :D

I still havent got my laser points correct yet or all of my standard views... Although Im fairly certain they will cause no major headaches...
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Amen Brick
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Post by Amen Brick »

Nice work on the ships!
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Cholmondely
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Re: Introducing the Kintari - ideas on stats

Post by Cholmondely »

Davidtq wrote: Thu Jul 17, 2008 12:22 pm
...Apologies these are not final textures, just basic ones to be working with, those horrible red dots which I was originally hoping to turn into weapons will be converted to grilles for some form of dual ram scoop, got to work out those shader things yet as well...

...

The ships are the product of a feline race from the kintar system (a non federation world). The Kintari use standard equipment fittings but have their own shipyards and their own aesthetic values. Due to its non federation status their ships arent that common a sight and dont come up for sale often, those that do are likely to be older "well used" models.

etc.
Did any of these ever see the light of day?

Later (2012) thread is here
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Davidtq
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Re: Introducing the Kintari - ideas on stats

Post by Davidtq »

Cholmondely wrote: Tue Mar 01, 2022 3:52 pm
Davidtq wrote: Thu Jul 17, 2008 12:22 pm
...Apologies these are not final textures, just basic ones to be working with, those horrible red dots which I was originally hoping to turn into weapons will be converted to grilles for some form of dual ram scoop, got to work out those shader things yet as well...

...

The ships are the product of a feline race from the kintar system (a non federation world). The Kintari use standard equipment fittings but have their own shipyards and their own aesthetic values. Due to its non federation status their ships arent that common a sight and dont come up for sale often, those that do are likely to be older "well used" models.

etc.
Did any of these ever see the light of day?

Later (2012) thread is here
Ive still got the files if anyone is interested, they would look a little dated by todays standards...
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cbr
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Re: Introducing the Kintari - ideas on stats

Post by cbr »

Any ship is welcome, cargo ships even more ;)
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