I was wondering, maybe someone has done or has attempted to do a mod, that lets you visually change the paint job on a ship?
Like change the sprite of your Paragon to Ludic colours or Hegemony. Add in stripe/fractal/tribal effects to mix it a bit.
I don't think that's really doable; if you want a decent paintjob that pretty much means you've got to have that sprite made. Slapping some patterns onto an existing hull isn't going to look good (or easily work with the engine, but that's another point...)
How would I change the required 20,000 metal requirement for a Hypershunt?
Search rules.csv for:
$metalsReq = 20000 0
And then make your own mod wit a rule with the same id that changes that number to whatever you like.
I checked, and it seems there’s no defined Gas Giant condition. Which is odd, because Plasma Dynamo in ItemEffectsRepo defined “GAS_GIANT” and “NOT_A_GAS_GIANT” which I don’t know how it defines as a gas giant.
Ah, those aren't market conditions, not necessarily/directly.
See: BaseInstallableItemEffect.getUnmetRequirements()
For details on how that all works, if you're curious.
Question related to fixed derelict spawns as I try to fix something:
I went into Galatia.java in data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines, for example:
addDerelict(system, tetra, "hammerhead_Balanced", ShipCondition.AVERAGE, 450f, true);
changed to
addDerelict(system, tetra, "enforcer_Outdated", ShipCondition.BATTERED, 450f, false);
However, when starting a new game the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) always spawn instead of the newly specified ones from the modified Galatia.java file - even if the "tutorial" is bypassed with a mod.
I don't know why and would like help, thanks in advance.
Hmm. Did you restart the application before starting a new game? Changes to these files (and in general, except for rules.csv) require the application to be restarted to take effect.
Also: if you've got mods enabled and are editing the base Galatia.java file, it's possible that a mod is overriding it.
And, finally, if you use notepad or some such, sometimes when you save it'll add a .txt extension to the file and especially if you don't have the OS set to show you file extensions that can be easy to miss.
Beyond these possibilities, nothing much comes to mind right now.
is it possible to create a mod that allows 4x or even 10x on the campaign screen?
preferably with a different button from the 2x
There's campaignSpeedupMult in settings.json. Beyond that, I'm not sure.
also, how would one make a ship use the broadside ai more frequently?
it doesnt seem like just putting combat weapons in the big rear mounts works
it may be worth mentioning the ship i intend to do this with is a mod ship: the izar from hyperion systems
it has two large mounts, one forward one back- i want it to circle ships and broadside, considering that layout, but it seems to want to just point directly at whatever its target is, even though i put the main battery on the back (it is after all a civ turned combat sort of ship with high campaign speed, so theoretically should be powerful on the retreat)
I really can't say - I don't think you can, but maybe someone with more modding experience/broadside ships knows some tricks. That's a bit off-topic for this thread, though.