But in case your to lazy to go to your previous questions and read the answers.
you just do
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<blueprintList name="WL_ROCK_TROOPSHIP">
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
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<blueprintList name="WL_ROCK_TROOPSHIP">
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
that's w hat it originally says, and here is weapons civ<shipBlueprint name="CE_CIV_ASSAULT" layout="tb_fed_assault" img="ce_civ_bomber">
<class>Militia Assault</class>
<minSector>5</minSector>
<systemList>
<weapons power="2" max="9" room="8" start="true">
<slot>
<direction>up</direction>
<number>0</number>
</slot>
</weapons>
<engines power="1" max="4" room="1" start="true">
<slot>
<direction>right</direction>
<number>3</number>
</slot>
</engines>
<doors power="1" max="3" room="0" start="false"/>
<oxygen power="1" max="3" room="4" start="true"/>
<pilot power="1" max="3" room="2" start="true">
<slot>
<direction>up</direction>
<number>0</number>
</slot>
</pilot>
<medbay power="1" max="3" room="6" start="false">
<slot>
<number>-2</number>
</slot>
</medbay>
<shields power="2" max="8" room="7" start="true">
<slot>
<direction>left</direction>
<number>2</number>
</slot>
</shields>
</systemList>
<weaponList missiles="8" load="WEAPONS_CIV"/>
<health amount="9"/>
<maxPower amount="7"/>
<crewCount amount="0" max="2" class="energy"/>
<crewCount amount="2" max="3" class="human"/>
now what i was TRYING but didn't work, and i don't know why... is i would do this.<blueprintList name="WEAPONS_CIV">
<name>LASER_BURST_1</name>
<name>LASER_BURST_2_A</name>
<name>LASER_BURST_3_ENEMY</name>
<name>LASER_BURST_5_ENEMY</name>
<name>LASER_HEAVY_1_ENEMY</name>
blahblahblah....
<name>BA_BOMB_BIG_ENEMY</name>
<name>BA_BOMB_CLUSTER_1_ENEMY</name>
</blueprintList>
and then modify the civ bomber blueprint<blueprintList name="WL_CIV_ASSAULT">
<name>BA_MISSILES_4</name>Ares
blahblahblah....
<name>BA_MISSILES_3</name>Hermes
</blueprintList>
and i'm thinking '' oh great, now the civilian bomber will use high energy requiring, high damage low rate of fire missiles, like a bomber....blah....
<number>2</number>
</slot>
</shields>
</systemList>
<weaponList missiles="8" load="WL_CIV_ASSAULT"/>
<health amount="9"/>
<maxPower amount="7"/>
<crewCount amount="0" max="2" class="ener...blah
Above is the original, Below is the new one<blueprintList name="WEAPONS_JELLY">
<name>LASER_BURST_1</name>
<name>LASER_BURST_2_A</name>
<name>LASER_BURST_3_ENEMY</name>
<name>LASER_HEAVY_1_ENEMY</name>
<name>LASER_HEAVY_2_ENEMY</name>
<name>MISSILES_2_ENEMY</name>
<name>MISSILES_BREACH_ENEMY</name>
<name>BEAM_1</name>
<name>BEAM_2</name>
<name>BEAM_3</name>
<name>BEAM_LONG</name>
<name>BEAM_FIRE</name>
<name>BOMB_FIRE_ENEMY</name>
<name>BOMB_BREACH_1</name>
<name>ION_1</name>
<name>ION_4</name>
<name>LASER_BURST_4_ENEMY</name>
<name>BA_ION_BURST_1</name>
<name>BA_ION_BURST_2</name>
<name>BA_ION_BURST_3</name>
<name>BA_BEAM_BARDICHE</name>
<name>BA_BEAM_NAGINATA</name>
<name>BA_BEAM_PERNACH</name>
<name>BA_BEAM_FIRE_2</name>
<name>BA_BEAM_FIRE_FOCUS</name>
<name>BA_EFFECTOR_1_ENEMY</name>
<name>BA_EFFECTOR_2_ENEMY</name>
<name>BA_EFFECTOR_3_ENEMY</name>
<name>BA_LASER_LIGHT_2_ENEMY</name>
<name>BA_LASER_LIGHT_SCATTER_2</name>
<name>BA_LASER_LIGHT_SCATTER_3</name>
<name>BA_LASER_AUTO_1_ENEMY</name>
<name>BA_LASER_AUTO_2_ENEMY</name>
<name>BA_LASER_BURST_1_2</name>
<name>BA_LASER_DUAL_2</name>
<name>BA_LASER_HEAVY_SCATTER_1_ENEMY</name>
<name>BA_LASER_HEAVY_SCATTER_2_ENEMY</name>
<name>BA_MISSILES_ONI_ENEMY</name>
<name>BA_MINES_TECH</name>
<name>BA_BOMB_FIRE_2_ENEMY</name>
<name>BA_BOMB_BIO_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
The idea being '' lets see what it's like to fight the slugs if they are killing-your-crew-obsessed. and don't use any other weapons.....<blueprintList name="WEAPONS_JELLY">
<name>MISSILES_BREACH_ENEMY</name>
<name>BEAM_FIRE</name>
<name>BOMB_FIRE_ENEMY</name>
<name>BOMB_BREACH_1</name>
<name>BA_BEAM_BIO_2</name>
<name>BA_BEAM_BIO_FOKUS</name>
<name>BEAM_BIO</name>
<name>BA_BEAM_FIRE_2</name>
<name>BA_BEAM_FIRE_FOCUS</name>
<name>BA_EFFECTOR_1_ENEMY</name>
<name>BA_EFFECTOR_2_ENEMY</name>
<name>BA_EFFECTOR_3_ENEMY</name>
<name>BA_LASER_LIGHT_2_ENEMY</name>
<name>BA_LASER_LIGHT_SCATTER_2</name>
<name>BA_LASER_LIGHT_SCATTER_3</name>
<name>BA_LASER_BURST_1_2</name>
<name>BA_MINES_TECH</name>
<name>BA_BOMB_FIRE_2_ENEMY</name>
<name>BA_BOMB_BIO_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
Are you sure the autoblueprint lists being called in the events aren't wrong? A faulty link or a faulty list? Maybe even a faulty blueprint?Knightmarez wrote:Ok, so i uninstalled the game, deleted the .bak files in mod-manager, then ''patched' the game.
Slug vessels started appearing this time, but the game still gives me mantis in zoltan sectors, and at one point it gave the txt message of the asteroid-base-encounter....but instead it showed a 'rebel rigger'.
Very peculiar. My re-balance of what weapons the race's pick (instead of everyone basically getting access to everything) is working gameplay-balance-wise.....and at least now the enemies have weapons unlike before.......but this seemingly random side-effect of swapping which ships come in which event's is confusing me no end.
Perhaps something went wrong in the patching process? perhaps i should uninstall the game again? i don't know what to do.....