Making use of Escort Fighters?

I'm trying to make a 4th fighter type, using the unused escortfighterscap stat, but it is not working.

 

I'm using a custom shipstyle that has <escortfighter> refer to a unique ship definition, which has a design and image. That ship also refers to the blueprint for the escort fighter that I also created.

 

Am I missing something there? Does <EscortFightersCap> itself not really work? Has anyone got this to work before?

10,112 views 8 replies
Reply #1 Top

How I did it:-

Need to append or create a FactionShipStyleSetDefs.xml for your faction and change this line:-


    <InitialEscortFighter>FederationDefencePlatform</InitialEscortFighter>

Also need to add a ship class in this file:-

    <ShipClass>FederationDefencePlatform</ShipClass>

 

Then you need to add(or append) a Ship Class in ShipClassDefs.xml:-

    <!-- Begin Ship -->

    <ShipClass>
        <InternalName>FederationDefencePlatform</InternalName>
        <DisplayName>Defence Platform</DisplayName>
        <Description>Defence Platform</Description>
        <ThumbnailOverride>ALL_Defence_Platform_Hoplite_3D3C0765BB554662BEE108FF87B5FEB9.png</ThumbnailOverride>
        <ShipHullType>Small</ShipHullType>
        <ShipRule>Balanced</ShipRule>
        <ShipDesign>ALL_Defence_Platform_Hoplite_3D3C0765BB554662BEE108FF87B5FEB9</ShipDesign>
        <AIOnly>false</AIOnly>
        <AIShipClass>Defender</AIShipClass>
        <StrategicIcon>Guardian</StrategicIcon>
        <BlueprintDef>DefencePlatformBlueprint</BlueprintDef>
    </ShipClass>

Now you need to add(or append) too BluePrints.xml (or use an existing one):-

    <!-- Begin Blueprint -->

    <ShipBlueprint>
        <InternalName>DefencePlatformBlueprint</InternalName>
        <ShipHullType>Small</ShipHullType>
        <Role>Guardian</Role>
        <ShipGroup>Fighter</ShipGroup>
        <CanBeBuilt>false</CanBeBuilt>
        <RequiredComponentType>BeamWeapon</RequiredComponentType>
        <RequiredComponentType>KineticWeapon</RequiredComponentType>
        <RequiredComponentType>MissileWeapon</RequiredComponentType>
        <ComponentType>Shields</ComponentType>
        <ComponentType>PointDefense</ComponentType>
        <ComponentType>Armor</ComponentType>
        <ComponentType>BeamWeapon</ComponentType>
        <ComponentType>KineticWeapon</ComponentType>
        <ComponentType>MissileWeapon</ComponentType>
        <FillerComponentType>Shields</FillerComponentType>
        <FillerComponentType>PointDefense</FillerComponentType>
        <FillerComponentType>Armor</FillerComponentType>
        <FillerComponentType>BeamWeapon</FillerComponentType>
        <FillerComponentType>KineticWeapon</FillerComponentType>
        <FillerComponentType>MissileWeapon</FillerComponentType>
    </ShipBlueprint>
   

You have to first use EscortFighters effect before you can use EscortFightersCap like this:-


        <Stats>
            <EffectType>EscortFighters</EffectType>
            <Target>
                <TargetType>Starbase</TargetType>
            </Target>
            <BonusType>Flat</BonusType>
            <Value>3</Value>
        </Stats>

Then in another Component/Improvement/Module use the EscortFightersCap to increase the amount.

Reply #2 Top

Alright, the fighter was already made exactly how you laid it out, so that shouldn't be an issue.

The pre-effect escort fighters looks likt it might be the problem, though. I'm currently using the paranoid ability to get it working, I just dumped

<Mod>
      <EffectType>EscortFightersCap</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Fleet</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Mod>

into the ability so I can test it on pirates. I tied adding EscortFighters as well, but it still does not work. How exactly do I use that effect to make it work? The other fighter types don't have that sort of requirement, so i'm at a loss.

Reply #3 Top

        <TargetType>Fleet</TargetType>

Change that to Shipyard or Ship?

You have me a bit paranoid that my escort fighter change is not actualy working now :o (I never did check in battle, mines a starbase module and just never attacked a AI with it active)

EDIT:-

I think the code should be:

<Mod>
      <EffectType>EscortFightersCap</EffectType>
      <Scope>Fleet</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
</Mod>

Reply #4 Top

Fleet scope doesn't work for traits/abilities though, I can't find out if it works in a timely manner.

 

EDIT: I just realized that fighters are now listed on a fleet, because escort fighters are being listed. They just don't show up in combat.

Reply #5 Top

They just don't show up in combat.

Silly questions but, you are pointing at the right ShipDesign?

Reply #6 Top

I just checked, and I am absolutely referring to the correct blueprint and the correct design. But is it going to work if that design is in the documents folder, rather than the game directory itself?

 

EDIT: it finally logged an error in the debugger!

 

PlayerID 0 missing EscortFighterDesign. Removing Escort fighters.

Reply #7 Top


        <ShipClass>FederationDefencePlatform</ShipClass>

Did you add this too, in FactionShipStyleSetDefs.xml? I forgot to mention that in my initial reply to the OP (Apended my Inital reply with this info).

Reply #8 Top

I also just discovered that, and am in the midst of testing if that addition alone fixes it.

But I have figured out that EscortFightersCap is the only effect you need to add the escorts in the first place.

 

EDIT: it works.