#More fringe civilian ships

11 messages · Page 1 of 1 (latest)

normal peak
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When you start playing, you are in a majority Fringe system. The Fringe civilian ships are likely your first impression of the game. When you first see The Last Lightyear, you think 'woah! a cool unique exploration vessel'. And then you see it again and again because there are only 4 low tier Fringe civilian ships. And this is the faction that's supposed to make their ships from scraps, not mass produce them.

So, I started making some more Fringe ships. Here are 4 already. The two smaller ones are a bit unique in being tier 1 and 2, smaller than any other civilian ship, but I think it works. And they have the necessary parts to behave normally on their trade routes.

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NOTE: don't do this. I'll make a mod.

You can already add these to your game by adding the .ship.png files in
Steam\steamapps\common\Cosmoteer\Data\builtin_ships\Fringe\Civilian

Be careful in the next part, because if you mess up your game won't start.
In the same folder as the png's, modify builtins_fringe_civilian.rules with these lines (under //Trade ships) to add the ships:

    :~{ File="Stirner.ship.png";                Tier=2;  Tags : ~/Tags [trade]; OtherIDs=["Cospito"]; }
    :~{ File="Hoodlouse.ship.png";              Tier=3;  Tags : ~/Tags [trade]; OtherIDs=["Combus"]; }
    :~{ File="Mule.ship.png";                   Tier=3;  Tags : ~/Tags [trade]; OtherIDs=["Extended Warranty"]; }
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And to make them actually show up as trading vessels in your game, you need to edit career.rules and look for //Fringe under TradeShips, and add these ships:

(careful: the labels, eg. fringe_3a, have to be unique per ship. These new ships have unique labels, otherwise the game won't start.)

    // Fringe
    fringe_1a  : ~/BaseTradeShip { ShipID="Veloci";                 Faction=fringe;   TierRange=[1, 7];   StasisSpeed=87; StasisTradeTime=30; }
    fringe_1b  : ~/BaseTradeShip { ShipID="Pawn Prawn";             Faction=fringe;   TierRange=[1, 7];   StasisSpeed=87; StasisTradeTime=30; }
    fringe_3e  : ~/BaseTradeShip { ShipID="Stirner";                Faction=fringe;   TierRange=[1, 8];   StasisSpeed=50; StasisTradeTime=40; }
    fringe_3f  : ~/BaseTradeShip { ShipID="Cospito";                Faction=fringe;   TierRange=[1, 8];   StasisSpeed=50; StasisTradeTime=40; }
    fringe_3g  : ~/BaseTradeShip { ShipID="Hoodlouse";              Faction=fringe;   TierRange=[1, 9];   StasisSpeed=69; StasisTradeTime=40; }
    fringe_3h  : ~/BaseTradeShip { ShipID="Combus";                  Faction=fringe;   TierRange=[1, 9];   StasisSpeed=69; StasisTradeTime=40; }
    fringe_3i  : ~/BaseTradeShip { ShipID="Mule";                   Faction=fringe;   TierRange=[1, 9];   StasisSpeed=77; StasisTradeTime=40; }
    fringe_3j  : ~/BaseTradeShip { ShipID="Extended Warranty";      Faction=fringe;   TierRange=[1, 9];   StasisSpeed=77; StasisTradeTime=40; }

Finally, you need to restart your game and the ships will start showing up in Fringe systems.

pure forum
normal peak
# pure forum Please don't, make a mod instead.

Alright, time to get into modding. I checked out the default mod and it seems like the dev did a really good job of making modding approachable.
That doesn't mean I don't think more fringe ships should be part of the base game of course :).

pure forum
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Yeah, of course, I really like the suggestion still.

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I didn't mean to make you think that I thought the suggestion was bad.

normal peak
hardy quarry
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I'm still investigating myself. Already totally deleted and redownloaded the mod