Ah, no wonder they're in there... leftover stuff from SW2 eh? Also saw the cargo expansion slots in the modules file. I suppose that way is more realistic but not being able to buy something because "your backpack is full" is frustrating
I need to finalize the pricing on the LS Master Spark but otherwise it's done. I hope the AI uses it against me. Hmm... it would go well with Nanaki's Random Contacts, a wing of missile ships protecting a fleet will be
extremely formidable.
Edit:
I wonder what happens when the mission script tries to access a dead pilot? You know how on occasion someone (Viper, Aja) says "wait here while I go investigate something", and that pilot leaves your team temporarily? Yeah... I wonder what happens if that pilot is dead...
Edit:
As promised, here are the details of missile editing. Please note I've only scratched the surface, there are many things I still don't understand.
(1) \Data\LocData\English\m_modules.loc
- Descriptions are in here. Each item has 4 lines @ entries: name, hint, sdesc, ldesc - the displayed name, the mouseover hint, short description, long description. By the way, the long descriptions of the AMS contain typos. I'm sure everyone has noticed they all have the same effectiveness (10). Only the description is wrong though, their data is actually fine (not all of them equals 10).
(2) \Data\Game\Modules.xml
- Base item definitions are in here. For missiles, HomingRocket and MIRVModule differentiate which display template in the shop to use. I simply renamed LRM1's tags from HomingRocket to MIRVModule. The entries are very straightforward to understand and I'll skip them (appearance, price, how many missiles per pack), but look at the last entries. It's a nested RocketParams section. This determines what missile to launch (rocket_name), it's effectiveness (seeker_name), and how it explodes (detonator_name). These 3 are defined in the next file.
(3) \Data\Game\Rockets.xml
- The dirty details of rockets are all in here. From the previous file, rocket_name references a RocketCarcass block. This is basically how the missile looks like and how it flies.
- We're most interested in this part, how it explodes. This would be the detonator_name entry. Normal missiles use DistanceDetonator tags, but we need to change it to the MIRV-type. Otherwise our missile will simply launch and then explode. Normal missiles have 3 entries only, time_to_live, damage, and explosion_distance. For MIRV type we add a lot more info. Missile_count determines how many warheads it splits into (yay!), and then we have another RocketParams section. Basically this means the MIRV "explodes" into other rockets. It's got the same 3 entries as the parent definition: rocket_name, seeker_name, and detonator_name.
- This rocket_name is for each warhead's appearance. It's just another RocketCarcass block. For my custom one I simply recycled the existing MIRV warhead info.
- Again, seeker name determines how good it is against countermeasures.
- Finally we define how the warheads actually explode, with detonator_name. This time we use DistanceDetonator tags just like for regular missiles. This section simply time_to_live, damage, and explosion distance.
I don't quite understand many values such as time_to_live, seeking_time, viewing_angle, etc. More testing needed but for now we have the basics of missile editing covered.