well the weapons and that all depends on the wepon section of the file, thats just a simple copy and paste job from the cap ship .entity to the frigate .entity. (make sure you keep the right number of weps )max is 3). and the Mesh file references the textures and model of the ship, and what i forgot to mention was you also need to copy the shieldmesh over. herse the bottom of a cap ship file showing where shield and normal mesh are. as well as some other points of interest if you want it to look exactly the same. ill copy boath files color coding what goes where.
TXT
entityType "CapitalShip"
ability:0 "AbilityPowerSurge"
ability:1 "AbilityDisruptiveStrikes"
ability:2 "AbilitySpawnSquad"
ability:3 ""
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 250.000000
basePopulationKilled 60.750000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 4.000000
bombEffectCount 2
bombEffectAngleVariance 2.500000
bombEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PHASEPLANETBOMB_LOOP"
beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
beamCoreTextureName "PhaseCapitalBombingBeam_Core"
beamWidth 30.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PHASESIEGE"
basePrice
credits 14000.000000
metal 1400.000000
crystal 1400.000000
slotCount 150.000000
BuildTime 200.000000
MaxHullPoints
StartValue 13500.000000
ValueIncreasePerLevel 150.000000
MaxShieldPoints
StartValue 3000.000000
ValueIncreasePerLevel 165.000000
HullPointRestoreRate
StartValue 50.000000
ValueIncreasePerLevel 0.5000000
ShieldPointRestoreRate
StartValue 20.000000
ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
StartValue 11.000000
ValueIncreasePerLevel 0.400000
maxMitigation
StartValue 0.55
ValueIncreasePerLevel 0.01111
MaxAntiMatter
StartValue 400.000000
ValueIncreasePerLevel 20.000000
AntiMatterRestoreRate
StartValue 4.750000
ValueIncreasePerLevel 0.080000
CultureProtectRate
StartValue 0.300000
ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPSHIP_PHASETITAN_NAME" <--- this is important. it references the string file which you will have to edit after for the description.
picture "CAPITALSHIPPICTURE_PHASEBATTLESHIP"
DescriptionStringID "IDS_CAPSHIP_PHASETITAN_DESCRIPTION"
Prerequisites
NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipBattleship"
numRandomDebrisLarge 15
numRandomDebrisSmall 40
numSpecificDebris 1
specificDebrisMeshName "DebrisPhaseCapitalShipBattleship"
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PHASEBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PHASEBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_PHASEBATTLESHIP"
minZoomDistanceMult 1.500000
NumWeapons 3
Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "FLASHBEAM"
DamagePerBank:FRONT 700.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 30000.000000
PreBuffCooldownTime 12.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PHASEPLANETBOMB_LOOP"
beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
beamCoreTextureName "PhaseCapitalBombingBeam_Core"
beamWidth 200.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Missile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "PHASEMISSILE"
DamagePerBank:FRONT 500.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 30000.000000
PreBuffCooldownTime 7.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 3000.000000
Duration 0.000000
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 0.600000
muzzleEffectName "Weapon_PhaseCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_PhaseCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "WAVE"
DamagePerBank:FRONT 350.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 28000.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.000000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 2
burstDelay 0.050000
muzzleEffectName "Weapon_PhaseCapitalWaveHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE"
sound "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalWaveHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_PhaseCapitalWaveHeavy_Travel"
m_weaponIndexForRange 0
mass 10000.000000
ShieldMeshName "VasariTitanShield"
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 200.000000
squadTypeEntityDef:0 "SquadPhaseCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadPhaseBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshName "VasariTitan"
ExhaustParticleSystemName "Exhaust_PhaseBattleship"
ExplosionName "CapitalShip0"
CommandPoints
StartValue 4.600000
ValueIncreasePerLevel 0.200000
weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.030000
weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.050000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
formationRank 0
minShadow 0.000000
maxShadow 0.800000
TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
credits 300.000000
metal 55.000000
crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
hasLevels FALSE
ExperiencePointsForDestroying 30.000000
MaxHullPoints 600.000000
MaxShieldPoints 350.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 2.000000
maxMitigation 0.6
Prerequisites
NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIHEAVY"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 52.250000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3500.000000
PreBuffCooldownTime 5.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.300000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.250000
muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
muzzleSoundMinRespawnTime 0.400000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalLaserLight_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_TechLight"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000
this should give you a general idea of what your doing, i didnt list or explain every part, for that its mostly trial and error to see what happens. keep in mind that abilities for a frigate can only have 1 level and generaly speaking, have to be researched.