How to make artillery purchasable?
Posted: Wed Apr 22, 2015 5:34 pm
Me again, with yet another question.
How do you set it so artillery becomes an available system for purchase?
CE uses something similar to "open artillery" to make it happen but the search function gives roughly 1900 hits when I search for that.
I thought it would be as simple as adding the following to the blueprints.xml.append of my ship mod :
So basically giving it a rarity of 1 rather then 0. I know now that I am wrong about this after buying pretty much all the other systems and starting to see a blank slot in shops selling systems. (Also can only seem to buy meday, clonebay doesn't get offered untill I get medaby) but that's not the issue.) Did some work trying to get the artillery to work on my Anomaly ship when playing with just AE, everything works fine when I set the ship to start with it, but if I don't let it start with it, the damn system won't appear in a shop.
I'm pretty sure it's nothing hardcoded since it works in CE...
How do you set it so artillery becomes an available system for purchase?
CE uses something similar to "open artillery" to make it happen but the search function gives roughly 1900 hits when I search for that.
I thought it would be as simple as adding the following to the blueprints.xml.append of my ship mod :
Code: Select all
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Beam</title>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<startPower>1</startPower>
<maxPower>4</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>30</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
<level>80</level>
<!-- level 4 -->
</upgradeCost>
<cost>150</cost>
</systemBlueprint>
I'm pretty sure it's nothing hardcoded since it works in CE...