Ok, i started from scratch, got the autoblueprint file from CE1069 and copy pasted it, rewriting all of my work.
This time, instead of making a new weaponlist and filling it with weapons...the finding the unit and telling to move to the new weaponlist.....
...this time, i just edited the weaponlists that were already there. I gave it a test run and it seemed ok, although some mantis outposts turned up in a rock sector.
What i'm trying to do specifically is get tighter controls over what weapons each indervidual ship has.
so for example..
<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"/>
that's w hat it originally says, and here is weapons civ
<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>
now what i was TRYING but didn't work, and i don't know why... is i would do this.
Make a new weaponlist "WL_CIV_ASSAULT "
<blueprintList name="WL_CIV_ASSAULT">
<name>BA_MISSILES_4</name>Ares
blahblahblah....
<name>BA_MISSILES_3</name>Hermes
</blueprintList>
and then modify the civ bomber blueprint
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
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....
but INSTEAD it wouldn't have any weapons at all! and weirder still,
enemy units i haven't even touched would have no weapons / drones either.
I would check and double check for typo's but couldn't find anything.
Is there something i'm not doing when adding a new weapon-list?
I REALLY want to go to every single enemy ship and give each and every one of them a specific blueprint.