ptb
how does one go about getting the data entries for the cfg file for the ship editor? i can get a techmanual of an item but thats not much help.

all i want is the block of information for items i have access to

ptb
I mean stuff like in the .cfg file

CODE
Item=115,Shields,10,14,50,0,True,0;
CrewFactors=2;


is obvoiusly for shields, but how do i get it for shields MK II or other items that are in there? (okay so shields mk II i can guess based on the numbers, but what about for completely different items?)
Dan Reed
this is certainly something I'd like to see - wonder if it would be possible to either have it displayed on the TM, or as a separate order ("technical specification"?)

The ship editor is great - until you want to design in something that isn't in the standard order set. Most of us can copy and paste items into the .cfg file, but not if the item type is something new....

Dan
Steve-Law
I posted this on the mailing list ages ago. See if you can wrestle the yahoogroups search engine to find it. If not I'll have a go tomorrow.

Item=115,Shields,10,14,50,0,True,0;

115 = item number
Shields = item name
10 = MUs
14 = item type
50 = shield factors (value depends on item type, usually fairly obvious)

the rest mostly don't matter if I remember right (it's late)
ptb
I don't suppose you have a list of all the item type numbers?

will check out the yahoogroup archive, i think there is a search option somewhere (i only have the last 2 months or so since i changed to using imap in my current email client, although i have the rest archived at home somewhere i think)
ptb
okay i found the post happy.gif it's number 10836 if thats any use.

hmm doesn't explain which types do what, i guess i'll have to trial and error to find out. and to be honest i'm not even sure if the item i'm adding will have an effect on any of the numbers so i might just add it as mass and lots of zeros.
Steve-Law
QUOTE (ptb @ Oct 14 2004, 10:35 AM)
I don't suppose you have a list of all the item type numbers?

1 Troop
2 Pirate
3 Officer
4 Operative
5 Employee
6 Slave
7 Civilian
8 Prisoner
9 Hull
10 Hull Patch
11 Complex
12 Space Mine
13 Armour
14 Shield
15 Shield Generator
16 Scint
17 Shield Modulator
18 Missile
19 Launcher
20 Kinetic Weapon
21 Kinetic Ammo
22 Energy Weapon
23 Jump Drive
24 Space Interceptor
25 Space Bomber
26 PD Missile
27 PD Launcher
28 PD Weapon
29 Sensor
30 Targeting
31 Thrust Engine
32 Landing Engine
33 Combat Engine
34 ISR
35 Platform Hull
36 Landing Device
37 Takeoff Device
38 Ship Component
39 Blueprint
40 Technique
41 Principle
42 Scientist
45 Artefact
46 Grav Lander
47 Cloaking Device
48 Inertial Damper
49 Ore
50 Trade Good
51 Drug
52 Live Trade Good
53 Plant
55 Module
56 Vehicle
57 Scrambler
58 Jammers
59 Inertial Stabilizer
60 Stargate Key
61 Bridge
62 Ships Computer
63 GPI Sensor
64 Exploration Module
65 Alloy
66 Tractor Beam
Steve-Law
QUOTE (ptb @ Oct 14 2004, 11:05 AM)
hmm doesn't explain which types do what, i guess i'll have to trial and error to find out. and to be honest i'm not even sure if the item i'm adding will have an effect on any of the numbers so i might just add it as mass and lots of zeros.

Weapons won't change anything, neither will things like cloaks, integrity/wormhole stabilisers etc.

Email me if you need more help.
ptb
ohhhh it matches the item types from the order editor...

doh.. didn't think of that

cheers steve
Steve-Law
Funny, life's little co-incidences isn't it wink.gif

BTW, you don't need to add new items to the pl_items.cfg file. You can have multiple _items.cfg files and they are combined at run time. I put all my aff stuff in extra_items.cfg and have (well, had) an all_items.cfg where I put everything just to experiment or assess others' designs. (all_items.cfg can be moved out of the folder with the ship editor and thus is no longer used...)