Defining ships for rebels and general pirates ?

Is there any way of defining what ships rebels and the pirates you find around uncolonised planets use ?

I've made a few mods to the Kodiak, and I dont want the pirates using them. There is a Pirate HC, but only the pirate bases use this, which to me is wrong.

So is there any place I can specify which ships are used by general pirate forces ?
7,368 views 9 replies
Reply #1 Top
By rebels you mean the TEC's Insurgency? That would be defined in gameplay.constants. It should have a weighted list of all the possible spawns, so you should be able to remove the Kodiak from it.

The neutrals around planets should be in galaxyScenarioDef.galaxyScenarioDef. Scroll down to the player templates and you should see a bunch of listings for militias and such.

Hope this helps ;)
Reply #2 Top
If you want to define what ships/structures are present at a pirate base, you'll need to modify the GalaxyScenarioDef file... which if even 1 thing is wrong, even a typo, additional "Tab" in the wrong place, missing " or "" where it shouldn't be the game will crash to hell.

Trust me, I'm modding a GalaxyScenarioDef file and been banging my head against the walls, cat, fridge -yes, cat repeatedly- trying to get the thing to work for about a week (ask Danman)lolz. It's been typos and the little annoying things that crashed it right out.
With the militia stuff in GSDef, be very careful what you do. It may seem really easy, but do something wrong and you end up with a pirate base with 244 tactical slots filled and about 200 TEC/PSI/PHASE ships lagging things up.
Unless your ship is in the playerPirate.entity file or in the piratebase template, it probably won't be used by the pirates, but I don't know what you've done.

Mind you, my file isn't the 40KB of vanilla sins, nor the 70KB of 7 Deadly Sins, but a massive 120KB (tons of extra stuff) and 1 typo will crash it to hell.

Tell me what you want for a pirate base and I'll consider it for 7 Deadly Sins.

Also, what you want involved modifying the playerPirate.entity, English.str, custom ship mesh/entity and probably other files which I am not allowed to mess with directly. I am only allowed to wave my Zippo at the GalaxyScenarioDef file and English.str (and only if changes are made to a new text document).  :LOL: 
Reply #3 Top
From what I understood, he modded the TEC's Kodiak and doesn't want the Insurgency rebels and the planet militias using them, and he's saying that since pirates are using their own heavy cruiser that only has a similar model, he doesn't need to worry about it. But I could be wrong :P
Reply #4 Top
Basically, yes. :)

I want the militias and rebels to use the pirate kodiac, not the TEC kodiak.

Same with the TEC gauss too. In my game the gauss is lethal, so I'd rather the pirates didnt use it. I guess I can change the playerpirate file to use one of the other race guns instead. In the game I'm playing at the moment, 9 gauss held off a reasonable fleet incursion without loss, and 5 of them took out a capital ship before it could jump out again (no inhibitor either) ! :) (Probably over the top, but I like defenses that need a major fleet to take them. I hate having to worry about 6 or less ship rebel attacks, when the fixed defenses should be able to deal with them by themselves.)

I dont tend to play games with pirate bases or pirates enabled, so dont have to take their huge bases.

I play the game on the basis that my trader entity went in for weapon research during the boom years, and now we have to save the TEC singlehandedly, I start with a brute force gun advantage. Pirates stealing my inventions is not welcome :)
Reply #5 Top
Warning: long pastes :P

I want the militias and rebels to use the pirate kodiac, not the TEC kodiak.


From gameplay.constants:

rebellionInfoCount 2
rebellionInfo
minTimeBetweenAttacks 480
maxTimeBetweenAttacks 600
arrivalDelayTime 20
spawnShips
minFleetPoints 20
maxFleetPoints 25
requiredShipCount 0
randomShipCount 5
randomShip
type "FrigateTechLight"
weight 2
randomShip
type "FrigateTechLongRange"
weight 6
randomShip
type "FrigateTechHeavy"
weight 8
randomShip
type "FrigateTechAntiFighter"
weight 3
randomShip
type "FrigateTechSiege"
weight 3
rebellionInfo
minTimeBetweenAttacks 450
maxTimeBetweenAttacks 570
arrivalDelayTime 15
spawnShips
minFleetPoints 40
maxFleetPoints 50
requiredShipCount 0
randomShipCount 5
randomShip
type "FrigateTechLight"
weight 2
randomShip
type "FrigateTechLongRange"
weight 6
randomShip
type "FrigateTechHeavy"
weight 8
randomShip
type "FrigateTechAntiFighter"
weight 3
randomShip
type "FrigateTechSiege"
weight 3

This defines the two ranks of rebellion research. Simply replace

randomShip
type "FrigateTechHeavy"

with FrigatePirateHeavy, and you're set for Insurgency.

For militias, it's trickier and longer because there are quite a few militia templates. But, for example I'll pick one. From galaxyScenarioDef:

planetItemsTemplate
templateName "Template:LocalMilitiaStrong"
subTemplates 0
groups 10
...
group
condition
type "NoPlanetOwner"
param ""
owner "RandomMilitia"
colonizeChance 0
items 5
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Siege"

(I skipped a few groups to get to this one). Simply replace Tech::Frigate::Heavy with Pirate::Frigate::Heavy. You will have to do this in every instance of Tech::Frigate::Heavy that shows up in any militia template. A lot of them are various random spawns, and some are used in the in-game map generator that also creates militias with buildings.

Same with the TEC gauss too. In my game the gauss is lethal, so I'd rather the pirates didnt use it. I guess I can change the playerpirate file to use one of the other race guns instead.


There are better ways of doing it. First, you can leave the original gauss entity file intact, and simply create a copy with another name and mod it to whatever stats you want, and add the modified one to the TEC's build list. From playerTech.entity:

Page:1
count 6
entityDefName "PLANETMODULE_TECHORBITALGAUSSDEFENSE"

Just replace PLANETMODULE_TECHORBITALGAUSSDEFENSE with whatever you name your new file, like PLANETMODULE_TECHORBITALUBERGAUSSDEFENSE :P

Or you can do the reverse, give pirates/militias modified one, but as you saw above and with some militias being able to spawn gauss defenses, it's a lot easier to create one for the TEC and leave the original intact.

This should help more than my first post did :P Also note, though, that the pirate heavy cruiser has no shields and no shield mitigation, so it will make insurgency/militias significantly less difficult. You can just as well use what I described for the turret, make a new entity just for the TEC, and leave the militias and insurgency with the default. I would recommend this way, but it's up to you.
Reply #6 Top
Brilliant ! :)

That gives me something to play with today ! :)

Thankyou !!!
Reply #7 Top
just be sure to backup the original galaxyscenariodef file, if you want to play online you probably need it.

Reply #8 Top
Well, it's included in a mod, so he'd just have to disable the mod to play online. He shouldn't be editing any of the stock files :)
Reply #9 Top
That all worked really well ! :)

Thanks for that.

Wont be playing on line, so not a problem.