Thanks Zarkonnen for such a thorough and much needed video tutorial on the basics of a module. Seems easy enough IMO.
My only question and I'm not sure if I missed it in the video or not but, I don't see any variable or module setting that applies the space in front of a weapon (or the space behind a propeller) to a 'non-build' line of tiles, which is indicated by the green horizontal marker that protrudes from the weapons muzzle on all the cannons/guns in game.
Ah thank you, odd though as I used the imperial cannon module json as a template for this one and it was enabled in that cannon. For some reason after a few reinstalls of my weapon it finally kicked in. No errors anywhere either. I might have missed a comma here or there, not sure. Thanks again :)
Where can I get all these things? I've just been using paint.net so all my colors are off and notepad for all the coding and have no clue how to make bump maps so I made the shading as part of the sprite xD
I try to add a new Crewtype with its Barracks. Everything works fine except that I can't load the vessel. I can't figure out the problem as the Crew and the module can be placed in the editor without any problem does anyone has an idea?
hmm this seems fairly easy to get into, i might just make a mod at some point (although the mod i have in mind may need some help, depending on the variables)
its a little complicated, but basically its a addition to the sickbay, which will allow more sickbay space, and will have a special aircraft that will leave the ship/building to other friendly ships/buildings, pick up any casualties, bring them back to the main hospital, revitalize them, then return them to their original duty
oh, it will be expensive for sure, to keep that from happening.
the module itself will have room for 12 sickbay beds, and the support aircraft will have a set airman limit and an unload time, as well as, again, an expensive cost (it will also have a limit to the amount of airmen it can carry to the hospital)
the new crew types i mentioned will be surgeons and nurses, and with their job title, they will cost a lot of the "maintenance" costs, as well as their crew module cost.
all around, the entire hospital system will probably only allow for one hospital ship in a players entire fleet, to balance it out (but, if they managed to afford more than one, in the base game they could probably win anyway)
do you think that sounds balanced enough? im basing all this similarly on the "MASH" units used by the united states to help south Korea in the Korean war (and also the tv show "MASH", but im using that mostly for joking references in the design of the modules)
hmm this is strange, Zark, i have done everything in the tutorial further up in chat to the point where you say "the game should now load it as a mod, but it wont be happy" and when i try to install it, it says it is installed but it doesnt show in the list of mods :/
with the help of a modder, i have finally gotten my mod to work, HOOORAY! (or at least the base structure of the mod, the transport system still needs development)
i dont know how to add troop/aircraft units in yet, im working on that, but the graphics are finished (except the landing strip now that i think about it) and it looks gorgeous
AHHHH You got me zarkonnen. I can't register modded coat of arms to the forums haha
I was hoping to have a custom unique CoA but it just goes invisible. (I'm the guy who emailed you about the invisible flags and invisible shots from crew because everything I mod turns invisible)
Custom COA is something I'd consider for myself, if it becomes available. It would insure users received the COA they wanted - if it were taken, simply make it custom.
But this demands an underlying system. One that grabs and stores the custom COA - not at all impractical, very much an "Avatar" - but if not set up properly it could be exploited. Even systems set up properly have been exploited. I usually swing The Law Season 2 Episode 2 eating bananas. (LOOK AT ME NOW WENDELL!) :P
it kind of works if you want to make your own CoA. You can even apply custom bonuses but the only thing you can't do is register it here or it simply turns invisible.
in order for your custom COA to appear on the forums, the forums would have to be based off of your modded code, and not the games code, so it isnt really possible unless you hack the forums
On a serious note, i wish you could mod more bonuses into the game. Like the "all canons are 2x as accurate" I'd like to make a "all resources like ammo or coal have 20% more resources
You can get a custom heraldic charge that works in the forums and on other people's machines, you just need to do something that especially pleases me or give me, like, $10. :P
Happy 4th of July. To celebrate this special day, I'm cutting the price of my USA Mod by 25% until this Friday. Hurry and get it now before the price jumps back to $5!!!
Oh, if you're going to be taking suggestions, then I'm allowed to pick something that might please you as my heraldry, right? So how about the propeller of a plane? ( Facing front of course)
Oh right. I created 10 of them but I'd like just one of them to be added to the forums. It's either the sword or lightbulb. I can send you the mod if you want =)
Is there any way you would be willing to do two more tutorials? One on making a simple troop module (like the same troop but with a different color, and a rifle instead of a pistol), and another for a simple airship module (like a cheap blimp). I am not as "competent" as others are, and your step by step tutorial on weapons explained this really easily.
Aerial Emperor
Warrant Officer
Thanks Zarkonnen for such a thorough and much needed video tutorial on the basics of a module. Seems easy enough IMO.
My only question and I'm not sure if I missed it in the video or not but, I don't see any variable or module setting that applies the space in front of a weapon (or the space behind a propeller) to a 'non-build' line of tiles, which is indicated by the green horizontal marker that protrudes from the weapons muzzle on all the cannons/guns in game.
Aerial Emperor
That's frontOnly, backOnly, topOnly, bottomOnly. :)
Warrant Officer
Ah thank you, odd though as I used the imperial cannon module json as a template for this one and it was enabled in that cannon. For some reason after a few reinstalls of my weapon it finally kicked in. No errors anywhere either. I might have missed a comma here or there, not sure. Thanks again :)
Commander
Extraordinary! Thank you for preparing these resources.
I spent some time making the cluster rocket's bigger brother:
Cabin Boy
Cabin Boy
2333
Cabin Boy
What is the correct formatting for creating Doors in the roof? Floor? and removing the doors from the left and right ?
I see in the ventrical_turret that is has "upDoors": [ 2 ], for a 3W by 2H segment.
Anytime I try and use this for a 2x2 it fails when i load the mod.
Ive tryed using positional descriptions to make it work but they also fail IE "upDoors": [0, 0],
to indicate an updoor located in tile x=0 y=0......
Soooo trial and error, and im stuck at error.
As a 2nd note: Is there a printed list of all the varitables and what they do Zarkonnen ??
Commander
Haven't looked at formatting in a long while but...
The "upDoors" numbering probably starts at 0 for the left-most position, 1 is one tile to the right of that, 2 is one tile further along, etc.
So for a ventral turret with every possible updoor available, you'd want:
"upDoors": [0, 1, 2] (left, center and right open, respectively)
With a 2x2 module only
"upDoors": [0] (left side)
or
"upDoors": [1] (right side)
are valid.
"upDoors": [0,0] attempts to make the same spot a doorway twice, which the game doesn't know how to handle.
Cabin Boy
Yup Thats it. UpDoor only check against the top row of listed tiles.
so the position ends up being
0 | 1 | 2 | 3 | etc etc .....
without a need to check for the Y value.
Which is wierd, because leftDoor and rightDoor both work using
"leftDoors": [ 0,0 ],
for example, even if its not necessary as intended. Probably just made an entrance twice at 0. lol.
LeftDoors [0], Seems to work just fine as well.... so they must work like
0
1
2
3
etc etc down the sides.
ok works for me. we need to start writing a guide/file for this I think showing the attributes and how they all work.
Thanks MidShip.
Lieutenant
Where can I get all these things? I've just been using paint.net so all my colors are off and notepad for all the coding and have no clue how to make bump maps so I made the shading as part of the sprite xD
Commodore
Uhh, I'm not a modder, but I think Paint and Notepad doesn't work lol
Lieutenant
XD well they work fine but the colors are a bit off cause I don't know their hex and I've only tried using bump maps a lil but I can't get them right
Oh and I just kinda guess for the sizes of the modules. I should count how many pixels are in a single block
I'm not a modder either but just looking at the .json files for a little bit is enough to learn how it works
Commodore
Mmm...
Cabin Boy
I try to add a new Crewtype with its Barracks. Everything works fine except that I can't load the vessel. I can't figure out the problem as the Crew and the module can be placed in the editor without any problem does anyone has an idea?
Commodore
hmm this seems fairly easy to get into, i might just make a mod at some point (although the mod i have in mind may need some help, depending on the variables)
Air Admiral
Well, what is it?
Commodore
its a little complicated, but basically its a addition to the sickbay, which will allow more sickbay space, and will have a special aircraft that will leave the ship/building to other friendly ships/buildings, pick up any casualties, bring them back to the main hospital, revitalize them, then return them to their original duty
Commodore
it will also add new crew types, and aircraft like i said, which i think may be difficult, but im working it out based on the code already in the game
Commodore
sounds like good spam material for support ships
Commodore
oh, it will be expensive for sure, to keep that from happening.
the module itself will have room for 12 sickbay beds, and the support aircraft will have a set airman limit and an unload time, as well as, again, an expensive cost (it will also have a limit to the amount of airmen it can carry to the hospital)
the new crew types i mentioned will be surgeons and nurses, and with their job title, they will cost a lot of the "maintenance" costs, as well as their crew module cost.
all around, the entire hospital system will probably only allow for one hospital ship in a players entire fleet, to balance it out (but, if they managed to afford more than one, in the base game they could probably win anyway)
do you think that sounds balanced enough? im basing all this similarly on the "MASH" units used by the united states to help south Korea in the Korean war (and also the tv show "MASH", but im using that mostly for joking references in the design of the modules)
Commodore
hmm this is strange, Zark, i have done everything in the tutorial further up in chat to the point where you say "the game should now load it as a mod, but it wont be happy" and when i try to install it, it says it is installed but it doesnt show in the list of mods :/
Commodore
hmm maybe it was because i wasnt using G-edit, im going to install it and try again
Commodore
nope, even using G-edit doesnt work, i need help :(
Commodore
with the help of a modder, i have finally gotten my mod to work, HOOORAY! (or at least the base structure of the mod, the transport system still needs development)
Commodore
is it on steam?
Commodore
not yet, working on some bugs atm
Commodore
The mod is now on the workshop! features still planned for the future though
http://steamcommunity.com/sharedfiles/filedetails/?id=947752713
Commodore
had to re-upload the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=947768838
Commodore
wow, i just made texture, bumpmap, and fragment files for something that would make Zark proud for sure
(i may have made these said files for a B-29, however i have no idea how to mod it in still, finding that out now)
Air Admiral
So... Is it on the workshop yet?
Commodore
read my post again lol
i dont know how to add troop/aircraft units in yet, im working on that, but the graphics are finished (except the landing strip now that i think about it) and it looks gorgeous
Commodore
the b-29 is now uploaded! along with some other in-development aircraft
http://steamcommunity.com/sharedfiles/filedetails/?id=948281266
Lieutenant
TEST
Lieutenant
AHHHH You got me zarkonnen. I can't register modded coat of arms to the forums haha
I was hoping to have a custom unique CoA but it just goes invisible. (I'm the guy who emailed you about the invisible flags and invisible shots from crew because everything I mod turns invisible)
Commodore
Custom COA is something I'd consider for myself, if it becomes available. It would insure users received the COA they wanted - if it were taken, simply make it custom.
But this demands an underlying system. One that grabs and stores the custom COA - not at all impractical, very much an "Avatar" - but if not set up properly it could be exploited. Even systems set up properly have been exploited. I usually swing The Law Season 2 Episode 2 eating bananas. (LOOK AT ME NOW WENDELL!) :P
Lieutenant
it kind of works if you want to make your own CoA. You can even apply custom bonuses but the only thing you can't do is register it here or it simply turns invisible.
Commodore
in order for your custom COA to appear on the forums, the forums would have to be based off of your modded code, and not the games code, so it isnt really possible unless you hack the forums
Lieutenant
Your right. I'll just wait till zark releases a forum modding tutorial so I can mod his forums
Lieutenant
On a serious note, i wish you could mod more bonuses into the game. Like the "all canons are 2x as accurate" I'd like to make a "all resources like ammo or coal have 20% more resources
Aerial Emperor
You can get a custom heraldic charge that works in the forums and on other people's machines, you just need to do something that especially pleases me or give me, like, $10. :P
Commodore
lol conquers land with airship, sells it off, and gives zark the money
Lieutenant
Are you serious? Because if you are, i'd like to make 5-10 of them because right now i only have a smiley face which i created as a test.
And $10 is way too much. How about $9.99?
Commodore
wouldnt asking to pay less do the opposite of pleasing him? :P
Lieutenant
Happy 4th of July. To celebrate this special day, I'm cutting the price of my USA Mod by 25% until this Friday. Hurry and get it now before the price jumps back to $5!!!
Commodore
Actually, it's against the rules to sell mods.
Naw I'm just kidding. :P But seriously... ban him.

No but seriously... told you I'd get you back. lol
Air Admiral
Oh, if you're going to be taking suggestions, then I'm allowed to pick something that might please you as my heraldry, right? So how about the propeller of a plane? ( Facing front of course)
Like this
Lieutenant
Oh right. I created 10 of them but I'd like just one of them to be added to the forums. It's either the sword or lightbulb. I can send you the mod if you want =)
Lieutenant
Is there any way you would be willing to do two more tutorials? One on making a simple troop module (like the same troop but with a different color, and a rifle instead of a pistol), and another for a simple airship module (like a cheap blimp). I am not as "competent" as others are, and your step by step tutorial on weapons explained this really easily.