A quick breakdown of the file “race.txt” -
very useful to know if your creating your own race.
In this case i will use my Uni-T mod race as an example
[config]
name = “unit” <- Unique name of the race. This name will be used by the code to link other modules and hulls
guiname = “Uni-T” <- this is the name that the player will see in the game
logo = “unit.jpg” <- What picture will be displayed when the player looks at your race in the selection screen
debrisstartuv = 0 <- as your ship is shot, it will shead parts. This is the start of the range
debrisenduv = 31 <- this is the end of the range for debris graphics id
escapepodid = 1 <- when you ship is destroyed, use this escape pod graphic id (0-3)
shield = “Corrupt_shield.dds” <- if you have shields, use this graphics file to show them
description = "“Uni-T is a collective, …” <- a description of the race you have created
repairbotid = 3 <- When little bots are repairing your ship, use this graphic id (0-3)
contrailid = 3 <- as your fighters zoom around the screen, they leave coloured trails, use this graphic id (0-3)
music = unit_battle.ogg <- when your fighting against this race, play this music
shieldcollapseuv = 3 <- as your shields collape, use this graphic id (0-3)
defaultnames = warships <- when your placing ships on the deploy screen, refer to this file to retireve a name
guiid = 10 <- The order in which your race will appear in the race selection menu
lockable = 1 <- is this race locked (0 = no / 1 = yes)
unlockcost = 1500 <- if locked, how much honor to unlock it
unlock_texture = “Dominator Core.dds” <- in fleet HQ, display this image to represent the race
[turrets] - this area is dedicated to the turret mapping. it is covered in another tutorial further down
turret_auto_v1 = unit_turret_auto_v1.dds,turrets_unit.dds,0
…
…
…
turret_ecm_v1 = unit_turret_las_v5.dds,turrets_unit.dds,16
[victory_messages] - if you win with this race, display one of these messages.
0 = “This sector has been cleansed of garbage, continue the sweep”
1 = “No garbage detected, sector clear”
2 = “We are Uni-T, refuse is futile”
[defeat_messages] - if you lose with this race, display one of these messages.
1 = “We are Uni-T but you are defective, report to recycling”
2 = “The directive was clear, dispose of the garbage, is your programming defective ?”
3 = “You have failed, you will be cleansed!”
[crew] - in the comms chatter box, use this names.
0 = “Drone-OMGWTF”
1 = “Drone-001010”
…
…
…
Ship Modules:
Here is a quick A-Z of the variables you will find in the module files:
(and what I think they mean - if i have made a mistake, let me know so i can fix it)
armour_penetration - The amount of armor that the weapon can penetrate (if armor of target is higher, the weapon is not effective)
beam_duration - How long the beam is drawn on the screen (in milli seconds - ie 1000 = 1 second)
beam_texture - the dds file used to draw the beam between the target and the turret
beam_width - how wide the beam is
beampower - the size of the capacitor for the tractor beam
beamweight - the amount of weight applied by the tractor beam
blasttexture - the dds file used to draw the turret muzzle flare
category - what group the module will appear in (Weapons,Defense,Engines,Other)
classname - which type of module you are using and there are many:
- SIM_ArmourModule
- SIM_BeamWeaponModule
- SIM_BulletWeaponModule
- SIM_CamoflageShieldModule
- SIM_CarrierModule
- SIM_ECMBeamModule
- SIM_ECMShieldModule
- SIM_ECMShockModule
- SIM_EngineModule
- SIM_KineticWeapon
- SIM_LightningGunModule
- SIM_LimpetLauncher
- SIM_MissileModule
- SIM_PDScannerModule
- SIM_PlasmaLauncherModule
- SIM_PointDefenseModule
- SIM_PowerModule
- SIM_RepairModule
- SIM_ShieldModule
- SIM_SmartBombModule
- SIM_TargetBoosterModule
- SIM_TargetPainterModule
- SIM_TractorModule
cloak_consumptionrate - How quickly the cloak drains the power
cloak_rechargerate - how quickly the cloak regains power
color - Only used in SIM_BulletWeaponModule and can only have a value of 0 to 8
convergence - Used for when you want your beams to join forces (only works on turrets with multi hard points)
cost - how much money you need to have that weapon on the ship
crew_required - Number of crew needed to operate the module.
damage - How much hurt the module does when it penetrates the shield / armour
damage_duration - used for radiation weapons, how long the target is effected by radiation
description - Used in the ship build screen, its is used to tell the player what the module is and what it does.
drift_decelleration - How quickly a limpet slows down
ecm_strength - How strong the ecm is for beams/missiles - how much the module can withstand for ECM shields.
end_launch_speed - How fast the limpet travels
fire_interval - how often the module fires (in milli seconds - ie 1000 = 1 second)
firedelay - how long it takes for the beams to join and reach its target.
flareuvid - chooses the colour of the glowy blob over the missile value between 0 - 3
flaresize' (default 16) - the size of flare drawn on the missile
fuel - how long the missile / plasma will go for.
grain - the dds file that provides a overlay pattern for the beam
guiname - used in the ship build screen, its the name of the module
has_decoys - does the missile break into 4 separate missiles
has_flare - does the missile have a glowy blow drawn over it
has_grain - Does the beam have a pattern drawn over it
has_splines - does the missile travel along a spline path with a smoke trail
height - used to change how tall the bullet is
hitpoints - how much damage the module can take before destruction
icon - for weapons its "turret" for everything else its the dds file that has a picture of the module. Unless you have a specific icon for your weapon that you want to use :)
launch_duration - How long it takes for the limpet to slow down after launch
limpet_weight - how much weight the limpet adds to the target once attached
limpetsize - how big the limpet is drawn ingame
lockable - can this module be used right away or do you have to earn it
max_cloak_power - maximum power capacity of the cloak
max_range - maximum range that the module is effective
max_seek_speed - the top speed of the limpet when chasing a target
maxdamageabsorbable - how much damage the armour can take
maxrepairsupplies - how much damage the module can repair
min_range - the minimum range that the module is effective
missilelength - how long the missile is
missilewidth - how wide the missile is
name - the Unique name of the module, used by the code, not seen by the player.
num_submunitions' (max 6) - The number of warheads that missile will break into at decoy release range
optimum_range - the range when the module inflicts the most damage
payload - When your bullet hits the target, what type of damage can it do (at the moment its only RADIATION)
peace_interval - the minimum time for the module not to be under attack to activate.
powerconsumed - how much power the module needs to operate
powerproduced - how much power the module produces
powerrecharge - how quickly the tractor beam capacitor recharges
powerusage - how much power the tractor beam uses from the capacitor per cycle
radiation_damage - the initail amount of damage done by radiation
radiation_decay - how quickly the radiation damage falls off
range - how far the tractor beam can reach
recharge_rate - how quickly the shields can recharge after being damaged
repair_rate - how quickly the module can repair damage per second
repair_type - used if you want a repair module to focus on one aspect (at the moment its only armor)
resistance - how much the shield can reflect or the level of shield penetration required to cause damage
restricted - is this module only for one race
salvo_interval - length of time between volleys
salvo_size - how may shots in a volley
sb_trigger_percentage - the chance that the smart bomb will detonate the missile
scanner_accuracy - how well a module can determine the difference between a decoy and the warhead
seek_acceleration - how fast the limpet accelerates towards a target
seek_range - how far the limpet will look for a target
shield_penetration - The level of shield that the weapon can penetrate (if shield resistance of target is higher, the weapon is not effective)
shieldpoints - the amount of hitpoint the shield has
shock_duration - how long the ECM is in effect on the target ship (in milliseconds 1000 = 1 second)
size - what class of ship is the module fore (Fighter, frigate or cruiser)
slot_type - What type of module is it Standard or Turret
sound - what ogg sound file to play make when it fires.
soundvolume - controls the volume of the sound file
speed - how fast the projectile moves
spritesize - how big to draw the sprite used for plasma weapons
stack_effectiveness - When you have more than one of the module, the performance will change by x%
start_launch_speed - how fast the limpet is when launched
style - used in the PlasmaLauncherModule, you can switch between the 2 types FRAGMENTED & STANDARD
submunitionslive - used to make the decoys do damage
targetboost - how much faster to other modules track a target
texture - the dds file used to span between the turret and target
thrust - the amount of force generated by the module to move the ship
total_damage - the total amount of damage done by the radiation
tracking_speed - the turning spead of the module, the faster the module turns the better chance of hitting fast targets
trail_fade_time - time it takes for the missile trail to fade
turn speed - how quickly the missile / limpet can turn.
turret_sprite - a refence used by turret mapping which is found in the race file. Determins the icon and sprite used in the game
turretsize - size of the turret in the game.
uisortpos - User Interface Sort Position. Where about on the module list does it appear
unlockcost - how much honour do you need to unlock this module
warhead - determines what type of damage the missile does (ECMSHOCK, RADIATION, DUMMY, EXPLOSION)
weight - how heavy is the module
width - how wide is the bullet / projectile
capacitorsize - Maximum amount of shield energy the unit can hold
ssb_beamrate - The quantity of shield energy beamed over to the target per pulse
mincaptodischarge - if the shield energy is below this number then it will not fire.
ssb_rechargerate = How much shield energy the unit creates per second
pulseduration = the amount of time between pulses of transfering shield energy.
A quick guide on how a beam effect graphics file works
- The blast effect is placed at the start of the turret
- The main beam effect is stretched from the turret to the target
- The grain section is repeatedly placed along the effects (without stretching) back to back
Creating your own Turrets:
Quick guide on what is required to get your own custom turrets into the game
viewtopic.php?f=23&t=4550&p=33932#p33802
Instructions to make your modded weapons compatible with the battle stats screen
or
Locking down a new turret without causing a conflict in Fleet HQ:
In all module files you have the following line:
Icon = <>
This line is used to display an icon in areas like your weapon selection window in your ship building screen and for fleet HQ when you are choosing which module to unlock next.
Modules such as engines, shields etc look something like this: icon = turbocharged_engine_mkIV.dds
while turrets have look something like this: icon = turret
When the game finds icon = turret, the program heads down a few lines to turret_sprite to find the name of this particular turret - for example:
turret_sprite = “mega_tach_v1”
Then it heads over to (in this case) unity.txt and to obtain the dds filename from the turret mapping section. In this example:
mega_tach_v1 = turret_mega_tach_v0.dds,turrets_unit_mega.dds,5
Therefore the game will display turret_mega_tach_v0.dds in the weapon display menu
So far so good.
However if your modded turret is locked which is controlled through lockable = 1 the program will use federation.txt to display in in Fleet HQ. In this example there is no “mega_tach_v1” in federation.txt so the game will crash.
To fix this you either
- add in the new turret mapping to federation.txt
or
- follow the following steps: (I will be using my Unity Mod as an example)
Step 1:
Copy the file turret_mega_tach_v0.dds
from \unit\data\bitmaps\turrets\Unit
to \unit\data\bitmaps\modules\
Step 2:
Rename the file in the modules directory to mega_tachyon_turret.dds
Step 3:
Open the Mega Tachyon ini module and change the line
icon = turret
to
icon = mega_tachyon_turret.dds
the following steps are for locking your module in Fleet HQ
lockable = 0
to
lockable = 1
unlockcost = 0
to
unlockcost = 5000
Run the game.
Now the Mega Tachyon Cannon will be locked without the need to modify the federation.txt. The only drawback to this method is that the more you lock down, the larger your mod becomes since you have to copy the file into 2 locations. Its a small increase in size, but becomes noticable if you unlock 100 turrets.
Please note that you do not have to use the turret sprite as your icon image, you may choose a different icon, say an image of the laser firing from a certian small moon sized battle station . .
If you still have questions or problems, feel free to PM me
Darkstar
ECM Payload
classname = “SIM_ECMBeamModule”
ecmpayload = "RETURNTOSENDER"
What it does:
By adding this new ECM payload into your missile scrambler code it will scramble the missiles guidance system so badly that the missile will try and hit the ship that fired it.
Hints and tips.
while a missiles that has been affected by the RETURNTOSENDER can not be turned around again. It still can be shot down by.
- Guidance Scrambler
- Anti Missile Point Defence.
Plasma Burst.
classname = “SIM_PlasmaLauncherModule”
maxsimultaneous = 4
What it does:
This new addition enables your plasma weapons to have up to a maximum of 4 flaming plasma spheres of death flying across the screen at any one time.
Hints and tips.
Remember to lower your fire_interval to get that Plasma Burst Goodness.
Custom Bullets.
classname = “SIM_BulletWeaponModule”
New Code
bullet_texture = "moddedbullets.dds"
What it does:
The Community have been bugging Cliff for a long time about this. With the bullet texture override, you can change that bullet into ANYTHING you want.
Example:
[config]
unlockcost = 12000
lockable = 1
armour_penetration = 60
blasttexture = “turret_cannon_blueII.dds”
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
bullet_texture = “bullets_II.dds” [i]<- it will look for the file here: <>\data\bitmaps\fx[/i]
color = 4
cost = 1280
crew_required = 28
::More Examples of what you can do::
viewtopic.php?f=23&t=5698&start=1110#p51234
viewtopic.php?f=23&t=5698&start=1095#p51203
viewtopic.php?f=23&t=5698&start=1095#p51189
Hints and tips.
After you have added in bullet_texture, remember to change
height =
width =
to help get the image the way you want it.
Another point to remember:
the larger the image of the custom bullet, the more you will slow down GSB!!!
(especially if you have an extremely short refire rate for the weapon)
Be a friendly modder, and do not go insane with this modding feature.
AoE / Area of Effect damage (also known as Flak).
classname = “SIM_BulletWeaponModule”
payload = FLAK
aoe_radius = 50
aoe_scalar = 0.5
What it does:
This section of code will create damage over an area at the intended target when the bullet either:
- Hits the target
- Misses the target and Expires.
Payload = FLAK - This activates the Area of Effect mechanic for the bullet. Please note that Tracking of the weapon is no longer a determining factor on what the turret can and cant hit. Once your using FLAK as a payload, the bullet will always damage the target and any surrounding ships (friend or foe)
aoe_radius = number - This determines the radius of the area of effect. Anything within this distance of the epicentre will receive damage if their shields / armour are not strong enough.
aoe_scalar = number - This determines the percentage of the damage any ship will receive that is caught in the area of effect and did not have strong enough shields / armor to protect it. For example
aoe_scalar = 0.5 - any ships in AoE will receive half of the weapons damage
aoe_scalar = 1.0 - any ships in AoE will receive the full weapons damage
aoe_scalar = 2.0 - any ships in AoE will receive twice the weapons damage
Hints and tips.
- If you are using the AoE payload for a modded weapon, it is a very good idea that you are fully aware of how it works.
- Ignorant use, or deliberate abuse, of AoE will both seriously hurt GSB’s balance and quality of gameplay!!!
- There is a discussion on this new feature you can read here.