Opinion? What's that?
Published on March 23, 2007 By kryo In Modding
In order to make a custom style for your own use, where all (or some) of the core ships are replaced:

1. During a game, design enough templates to make up the new style. You'll need at least one template of each hull size if you want it to be useable by the AIs. If you won't ever use it for an AI race and don't build core ships, you'll really only need a Cargo (preferably two) and a Medium template to cover the colony, miner, and survey ships you start with.

2. In AI race customization screen at game creation, pick the style you used when you made your templates, edit it, and save it under a new name.

3. Go to My Documents\My Games\GC2DarkAvatar\ShipStyles and open your style's xml file in a text editor.

4. Change the <Prefix> value to something unique, with no spaces or special symbols. Check through the file for any instances of the original style name you copied yours from and change them to your new name.

5. Go to My Documents\My Games\GC2DarkAvatar\ShipTemplates, and rename the .shipcfg files for the templates you made in step 1 to match the prefix value you set in step 4.

6. Once renamed, copy at least the three starting ships' templates to GalCiv2\DarkAvatar\Data\ShipCfg as well (this is necessary to make them appear when you use the style for your own race), and rename them to match their roles in the same format as all the other files in that folder. So prefix_ColonyShip.shipcfg, prefix_SurveyShip.shipcfg, prefix_SpaceMiner.shipcfg, etc.

7. Start up the game, and go edit the style via AI race setup. Pick each item on the left and double-click the template on the right to assign it, then save.

Your style should now be ready for use. Whether you use it yourself or for an opponent, the three starting ships (and any future core ships or AI designs if you replaced more) should use the templates you made yourself.

Comments (Page 3)
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on Jan 24, 2009

Is it possible to create a mod with a player-usable custom ship style?

on Jan 25, 2009

yes

on Jan 28, 2009

I really wish Stardock would just integrate this into the game. Going through folders and renaming files is a very inefficient and sometimes frustrating method.

on Jan 28, 2009

you can make a player usable shipstyle without leaving the game!

on Jan 31, 2009

I don't believe you! That's what this entire thread is about!

on Jan 31, 2009

go to the race selection screen, choose your race and go to the appearance tab. in that tab there is a button that says 'create custom shipstyle' or something like that and click on it to choose templates to add to the style and you're done. To create templates, just go to the ship designer and when you create the ship, click save as template.

 

-Dave

on Feb 02, 2009

Yeah, the option is now available for the player in the latest version of TA. I'm not sure offhand if it replaces the starting ships though, those still might need to be done manually.

on Feb 03, 2009

those still might need to be done manually.

That's in fact quite true for DA styles editing as the 'currently available templates' list i ended up with yesterday wouldn't pick everything i gave it.

 

Btw Kryo, are UD_ tags (initial designs certainly had to be saved) still necessary for ships driven by an eventual pre-defined style?

on Feb 05, 2009

Okay, i deleted all the UD tags as per Carielf 'oldmodguide' suggested and still have a sortof problem;

 

I'm testing a temporary ship style for the X-Com fleet (which must be valid for either the Human Player or any AIs if selected as opponent), soooo....

1-- all their templates (XC_T_...shpscfg + XC_..._t.xml) are located in x:\..\MODS\X-Worlds\Data\ShipTemplates.. and declared as such in the XWhU X-Com style file which is also located in the given ShipStyles folder.

2-- all pre-defined (with valid components & engines, etc) XC_...shpfg are into the MOD\Shipcfgs folder. Considering the special Colony,SurveyShip & Miner supplemental trio has been copied there too as recommended.

3-- all pre-defined xml for number--2 above are also into the MOD\ShipDefs folder.

 

Is this the correct procedure? Cuz, i even tried moving all these files into C:\Docs... and each time a new game started all shpcfg (XC_..) files simply got deleted by the program. So i returned them all to their earlier MOD locations; as a player, all ships showed up correctly and even in the AI situation the game could use and deploy any of these ships properly. BUT...

Every time i am trying to create a new ship (by say, just replacing the engine) from the Core list... i get an invisible ship and those specific files get saved in the C:\Docs... as usual. If i reload for a new game THAT previously invisible ship is now available and it's NOT invisible.

What am i missing here?

on Feb 13, 2009

For some reason, this feature has been unavailable to me for some time, even with the lastest versions of TA. The button is just greyed out.

on May 02, 2009

Matthew Girard
Thats wicked.
I would have to say very clever.

on May 15, 2010

I'm not sure if this has been re-covered recently - but does this work for ToA? Specifically, I'm having problems with getting my customized ships to appear as the ships you get at start. What are the filenames I need to use, and which folder should they be in? So far, the one suggested here hasn't worked for me.

Thanks for the help.

on May 18, 2010

rename your colony,survey,spaceminer to this

KRI_ColonyShip.shipcfg

KRI_SurveyShip.shipcfg

KRI_SpaceMiner.shipcfg

Remember change the prefix from S0_to Something else use at least 3  numbers or letters than place them in your ShipCfg folder.Next go into your my documents games ShipTemplates folder and copy the ships you want to use only copy the XML.Then place them in your mods shiptemplates folder it should look like this when your done

<ShipStyle Name="Galactic Federation Style">
        <AIAttacker1>galfedattacker2_t</AIAttacker1>
        <AIAttacker2>galfedattacker3_t</AIAttacker2>
        <AIAttacker3>galfedattacker_t</AIAttacker3>
        <AIBattleship1>galfedbattleship2_t</AIBattleship1>
        <AIBattleship2>galfedbattleship3_t</AIBattleship2>
        <AIBattleship3>galfedbattleship_t</AIBattleship3>
        <AIColonyShip1>galfedcolony_t</AIColonyShip1>
        <AIConstructor1>galfedconstructor_t</AIConstructor1>
        <AIDefender1>DefenderTemplate1_t</AIDefender1>
        <AIDreadnought1>galfeddestroyer3_t</AIDreadnought1>
        <AIDreadnought2>galfeddestroyer2_t</AIDreadnought2>
        <AIDreadnought3>galfeddestroyer_t</AIDreadnought3>
        <AIFighter1>galfedfighter2_t</AIFighter1>
        <AIFighter2>galfedfighter3_t</AIFighter2>
        <AIFighter3>galfedfighter_t</AIFighter3>
        <AIFreighter1>galfedcargo_t</AIFreighter1>
        <AIFrigate1>galfedfrigate2_t</AIFrigate1>
        <AIFrigate2>galfedfrigate3_t</AIFrigate2>
        <AIFrigate3>galfedfrigate_t</AIFrigate3>
        <AIHeavyFighter1>HvyFtrTemplate2_t</AIHeavyFighter1>
        <AIHeavyFighter2>HvyFtrTemplate1_t</AIHeavyFighter2>
        <AIHeavyFighter3>HvyFtrTemplate3_t</AIHeavyFighter3>
        <AISpaceMiner1>galfedspaceminer_t</AISpaceMiner1>
        <AISpore1>SporeShipTemplate1_t</AISpore1>
        <AISurvey1>galfedsurvey_t</AISurvey1>
        <AITransport1>TransportTemplate1_t</AITransport1>
        <DisplayName>Galactic Federation Style</DisplayName>
        <Hidden>0</Hidden>
        <Prefix>GAL</Prefix>
        <ModuleStyle>0</ModuleStyle>
    </ShipStyle>

this is the easy way to get them to show you don't have to name them this its just easier to find them when you have alot of ships.And boy do I have alot it took me an hour to get the terran style to show.I hope this helps you our anyone else with custom shipstyles. 

 

 

on Jan 06, 2011

 

After alot of trial and error ( and I do mean ALOT OF TRIALS AND ERRORS ), I have finally integrated my User Designed ships into a custom ship style's templates that gets those whacky and abnormal upgrades and amount of weaponry that just outclasses whatever you design in every freaking way.

 

Dreadnought Ship

 

As you can see, the program doesn't really care much about looks and just slaps weapons in any available space it finds. and trust me this is wayyyyyyy overweighted than the allowed component space allowed.

I'll write down a brief explanation on what to do "in addition" to the steps mentioned by the OP.

on Oct 07, 2014

Great work with the instructions, thank you so much 

I'm having problems with locating my core ship data. No matter where I look, I can't find GalCiv2\DarkAvatar\Data\ShipCfg


Any idea where I could find it? I bought the game from Steam. 

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