Mothership Spawning (Banana Blobs Help Request)

I’m having the exact same problem with the taiidan mothership spawning inside of the carrier instead of hyperspacing in. How did you fix it?

Oh my, it has been ages since I touched this unfortunately. My GPU decided to soil itself so I can’t even load up the game to give it a try. HOWEVER, I have some old documentary that might be useful I’m checking… Although I think it is primarily on how to implement ships with research, names, etc, custom subsystems to be built, etc.

Thinking back on it, I believe I tweaked the new/buildable MS to be part of the ship classes that shipyards are, in fact I think a combination of setting the class and checking the .ship file’s hyperspace abilities is what did it. Might I ask what you have done so far?

Geeze, I was developing a mod that added a whole suite of changed mechanics, but that was stopped due to the targeting bug (now fixed, thank goodness via a mod).

Edit:

A few posts up top, this was one of a few key things I had to change personally, have you checked into it?

Hi, Thanks for your answer!

In the mod, I want the HW1 guys to be able to build a new mothership out of a carrier in case the mothership dies, so they can come back from getting their butt kicked if they can get a carrier to escape

I had the Dockfamily set to “Shipyard”, but it didn’t help. The dreadnaught has been included as a buildable ship in the mod as well, and it’s dockfamily is set to “UltraCap”. The carrier won’t be able to build it in the mod, but I wanted to find the problem, so I set the carrier to be able to build it, and the dreadnaught hyperspaces in fine.

Then I compared my .ship files from the dreadnaught and the taiidan mothership to see if I could find the difference, but I don’t see it.

Setting the dockfamily of the to-be-built-ship is easy, but I don’t see where you set the dockfamilies in the doing-the-building-ship, so that might be the problem. I’ll post the text of the .ship files in some new posts below:

The buildgroup “MS_Tai” is for the new mothership, and “Battleship” is for the dreadnaught and maybe some other super-butch-ships if I can ever get them to work. The ridiculously low build times and costs are just for testing. (i think a new mothership will cost around 6k and a dreadnaught will be around 10k later)

Here is the tai_carrier:
NewShipType = StartShipConfig()
NewShipType.displayedName="$10040"
NewShipType.sobDescription="$10041"
NewShipType.maxhealth=getShipNum(NewShipType, “maxhealth”, 105000)
NewShipType.regentime=2000
NewShipType.minRegenTime=2000
NewShipType.sideArmourDamage = getShipNum(NewShipType, “sideArmourDamage”, 1.0)
NewShipType.rearArmourDamage = getShipNum(NewShipType, “rearArmourDamage”, 1.0)
setTacticsMults(NewShipType, “ENGINEACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “THRUSTERACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “ROTATION”, 0.95, 1.05, 1.0)
setTacticsMults(NewShipType, “ROTATIONACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “FIRERATE”, 0.98, 1.02, 1.0)
NewShipType.isTransferable=0
NewShipType.addedUnitCaps=101
NewShipType.paradeData=“tai_mothership_parade”
NewShipType.defaultROE=“Defensive”
NewShipType.defaultStance=“Neutral”
NewShipType.mass=1000
NewShipType.collisionMultiplier=1
NewShipType.thrusterMaxSpeed=105
NewShipType.mainEngineMaxSpeed=105
NewShipType.rotationMaxSpeed=8
NewShipType.thrusterAccelTime=6
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=6
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=0.5
NewShipType.rotationBrakeTime=0.3
NewShipType.thrusterUsage=1
NewShipType.accelerationAngle=30
NewShipType.mirrorAngle=0
NewShipType.secondaryTurnAngle=0
NewShipType.maxBankingAmount=10
NewShipType.descendPitch=10
NewShipType.goalReachEpsilon=25
NewShipType.slideMoveRange=350
NewShipType.controllerType=“Ship”
NewShipType.tumbleStaticX=2
NewShipType.tumbleStaticY=4
NewShipType.tumbleStaticZ=3
NewShipType.tumbleDynamicX=1
NewShipType.tumbleDynamicY=2
NewShipType.tumbleDynamicZ=2
NewShipType.tumbleSpecialDynamicX=1
NewShipType.tumbleSpecialDynamicY=2
NewShipType.tumbleSpecialDynamicZ=2
NewShipType.relativeMoveFactor=1
NewShipType.swayUpdateTime=10
NewShipType.swayOffsetRandomX=10
NewShipType.swayOffsetRandomY=10
NewShipType.swayOffsetRandomZ=10
NewShipType.swayBobbingFactor=0
NewShipType.swayRotateFactor=0
setTargetBox(NewShipType, 0, -0.88,-0.7,-0.82, 0.55,0.3,0.55)
NewShipType.useLayoutBounds=1
NewShipType.layoutBoundX=140
NewShipType.layoutBoundY=100
NewShipType.layoutBoundZ=300
NewShipType.layoutCenterX=20
NewShipType.layoutCenterY=0
NewShipType.layoutCenterZ=90
NewShipType.dustCloudDamageTime=200
NewShipType.nebulaDamageTime=300
NewShipType.MinimalFamilyToFindPathAround=“MotherShip”
NewShipType.BuildFamily=“SuperCap_Tai”
NewShipType.AttackFamily=“BigCapitalShip”
NewShipType.DockFamily=“SuperCap”
NewShipType.AvoidanceFamily=“SuperCap”
NewShipType.DisplayFamily=“Capital”
NewShipType.AutoFormationFamily=“CapShip”
NewShipType.CollisionFamily=“Big”
NewShipType.ArmourFamily=getShipStr(NewShipType, “ArmourFamily”, “HeavyArmour”)
setSupplyValue(NewShipType, “Capital”, 1.0)
setSupplyValue(NewShipType, “Carrier”, 1.0)
NewShipType.AttackPriorityMultiplier=0.96
NewShipType.fighterValue=0
NewShipType.corvetteValue=0
NewShipType.frigateValue=10
NewShipType.neutralValue=5
NewShipType.antiFighterValue=5
NewShipType.antiCorvetteValue=0
NewShipType.antiFrigateValue=0
NewShipType.totalValue=15
NewShipType.buildCost=3000
NewShipType.buildTime=210
NewShipType.buildPriorityOrder=40
NewShipType.retaliationRange=6500
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=5000
NewShipType.secSensorRange=6000
NewShipType.detectionStrength=1
NewShipType.TOIcon=“Rectangle”
NewShipType.TOScale=1
NewShipType.TODistanceFade0=14000
NewShipType.TODistanceDisappear0=12000
NewShipType.TODistanceFade1=5500
NewShipType.TODistanceDisappear1=5000
NewShipType.TODistanceFade2=12000
NewShipType.TODistanceDisappear2=35000
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.085
NewShipType.mouseOverMaxFadeSize=0.15
NewShipType.healthBarStyle=2
NewShipType.nlips=0
NewShipType.nlipsRange=10000
NewShipType.nlipsFar=0
NewShipType.nlipsFarRange=0
NewShipType.SMRepresentation=“Mesh”
NewShipType.meshRenderLimit=21000
NewShipType.dotRenderLimit=10
NewShipType.visibleInSecondary=1
NewShipType.goblinsStartFade=3200
NewShipType.goblinsOff=3200
NewShipType.upLOD=6150
NewShipType.downLOD=6165
NewShipType.minimumZoomFactor=0.5
NewShipType.selectionLimit=150000
NewShipType.preciseSelectionLimit=7500
NewShipType.preciseATILimit=0
NewShipType.selectionPriority=75
NewShipType.militaryUnit=0
NewShipType.SMHighlightDistMin=20000
NewShipType.SMHighlightDistMax=25000
addAbility(NewShipType,“MoveCommand”,1,0);
addAbility(NewShipType,“CanDock”,1,0);
NewShipType.dockTimeBetweenTwoFormations=1
NewShipType.dockTimeBeforeStart=2
NewShipType.dockNrOfShipsInDockFormation=1
NewShipType.dockFormation=“delta”
NewShipType.queueFormation=“dockline”
NewShipType.dontDockWithOtherRaceShips=1
NewShipType.ignoreRaceWhenDocking=0
NewShipType.canBeDockForSalvageCapture=2
addAbility(NewShipType,“CanLaunch”);
NewShipType.launchTimeBetweenTwoFormations=1
NewShipType.launchTimeBeforeStart=2
NewShipType.launchNrOfShipsInDockFormation=1
NewShipType.launchFormation=“delta”
NewShipType.strikeGroupRadius=350
addAbility(NewShipType,“ShipHold”,1,60,100,“rallypoint”,“Fighter, Corvette, Utility”,200,
{Fighter=“36”},
{Corvette=“75”});
addAbility(NewShipType,“ParadeCommand”,1);
addAbility(NewShipType,“WaypointMove”);
addAbility(NewShipType,“HyperSpaceCommand”,1,1.1,400,1100,0,4);
addAbility(NewShipType,“CanAttack”,1,1,0,0,0.35,1,“Fighter, Fighter_hw1, Corvette, Corvette_hw1, Frigate, SmallCapitalShip, BigCapitalShip, Utility”,“JustShoot”);
addAbility(NewShipType,“GuardCommand”,1,3000,1000);
addAbility(NewShipType,“CanBuildShips”,1,“Fighter_Tai, Corvette_Tai, MS_Tai, Battleship, SuperCap_Tai, Frigate_Tai, Resource_Tai, NonCombat_Tai”,“Fighter, Corvette, Frigate, Capital, Resource, NonCombat”);
addAbility(NewShipType,“CanBeCaptured”,160,0.1,“CapCap”);
addAbility(NewShipType,“CanBeSalvageCaptured”,0,1,0,0,1,“SalCap”);
addAbility(NewShipType,“CanBeRepaired”,“RepCap”);
addAbility(NewShipType,“RetireAbility”,1,1);
NewShipType.noCombatGrouping=1
addCustomCode(NewShipType,“data:Ship/Tai_Carrier/Tai_Carrier.lua”,“Load_Tai_Carrier”,“Create_Tai_Carrier”,“Update_Tai_Carrier”,"",“Tai_Carrier”,10)
LoadModel(NewShipType,1);
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_Gun0”,“Weapon_Gun0”);
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_Gun1”,“Weapon_Gun1”);
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_Gun2”,“Weapon_Gun2”);
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_Gun3”,“Weapon_Gun3”);
addShield(NewShipType,“EMP”,10000,20);
StartShipHardPointConfig(NewShipType,“Engine”,“Hardpoint_Engine”,“System”,“Innate”,“Damageable”,“Tai_CarrierEngine”,"","","","","","","","");
StartShipHardPointConfig(NewShipType,“Resource”,“Hardpoint_Resource”,“System”,“Innate”,“Damageable”,“Tai_CarrierResource”,"","","","","","","","");
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03”,1, 0.40,0,0,0, 0,0,0,50,0,0,0,200,0,0,0,50,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02”,1, 0.19,0,0,0, 30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05”,1, 0.13,0,0,0, 25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01”,1, 0.10,0,0,0, 60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01”,1, 0.06,0,0,0, 80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03”,1, 0.05,0,0,0, 60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04”,1, 0.04,0,0,0, 10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml05”,1, 0.03,0,0,0, 60,10,30,75,35,25,65,75,0,0,0,60,0,0,0,50);
NewShipType.battleScarCoverage=4
NewShipType.battleScarBudgetLow = 800
NewShipType.battleScarBudgetNext = 1200
NewShipType.sobDieTime=9.4
NewShipType.sobSpecialDieTime=4
NewShipType.specialDeathSpeed=40
NewShipType.chanceOfSpecialDeath=0
NewShipType.deadSobFadeTime=0.01
NewShipType.trailLinger=6
setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380);
setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{0.27, 0.47, .69, 0.25});
loadShipPatchList(NewShipType,“data:sound/sfx/ship/”,0,“Hiigaran/Carrier/Engines/HDestroyerEng”,"",1,“Hiigaran/Carrier/Ambience/HAssaultCarrierAmb”,"",3,“Megaliths/RandomEmit/HANGAR_EMITTERS”,“NavLight_BigBay”);
loadLatchPointList(NewShipType,“SalCap”,“SalvagePoint1”,“SalvagePoint2”,“SalvagePoint3”,“SalvagePoint4”,“SalvagePoint5”,“SalvagePoint6”);
loadLatchPointList(NewShipType,“CapCap”,“CapturePoint1”,“CapturePoint2”,“CapturePoint3”,“CapturePoint4”);
loadLatchPointList(NewShipType,“RepCap”,“RepairPoint1”,“RepairPoint2”,“RepairPoint3”,“RepairPoint4”,“RepairPoint5”,“RepairPoint6”);
setConcurrentBuildLimit(NewShipType,0,2);
NewShipType.minFalloffDamageDist=400
NewShipType.maxFalloffDamageDist=4001.5
NewShipType.maxFalloffScuttleDamageDist=400
3
NewShipType.explosiveScuttleDamageOnDeath=1969
NewShipType.maxFalloffForce=500*10
NewShipType.explosiveDamageOnDeath=394
NewShipType.hideNormalAttackUICooldown=1
NewShipType.canSurround=1

Here’s the tai_dreadnaught:

NewShipType = StartShipConfig()
NewShipType.displayedName=“Dreadnaught Mark II”
NewShipType.sobDescription=“Reverse Engineered Progenitor Battlecruiser”
NewShipType.maxhealth=500000
NewShipType.regentime=0
NewShipType.minRegenTime=8000
NewShipType.sideArmourDamage = getShipNum(NewShipType, “sideArmourDamage”, 1.2)
NewShipType.rearArmourDamage = getShipNum(NewShipType, “rearArmourDamage”, 1.2)
setTacticsMults(NewShipType, “ENGINEACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “THRUSTERACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “ROTATION”, 0.95, 1.05, 1.0)
setTacticsMults(NewShipType, “ROTATIONACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “FIRERATE”, 0.98, 1.02, 1.0)
NewShipType.isTransferable=0
NewShipTypeuseEngagementRanges=1
NewShipType.paradeData=“hgn_carrier_parade”
NewShipType.defaultROE=“Defensive”
NewShipType.defaultStance=“Neutral”
NewShipType.mass=1000
NewShipType.collisionMultiplier=1
NewShipType.thrusterMaxSpeed=69
NewShipType.mainEngineMaxSpeed=69
NewShipType.rotationMaxSpeed=8
NewShipType.thrusterAccelTime=6
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=6
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=0.7
NewShipType.rotationBrakeTime=0.4
NewShipType.thrusterUsage=1
NewShipType.accelerationAngle=30
NewShipType.mirrorAngle=0
NewShipType.secondaryTurnAngle=0
NewShipType.maxBankingAmount=10
NewShipType.descendPitch=10
NewShipType.goalReachEpsilon=25
NewShipType.slideMoveRange=350
NewShipType.controllerType=“Ship”
NewShipType.tumbleStaticX=2
NewShipType.tumbleStaticY=4
NewShipType.tumbleStaticZ=3
NewShipType.tumbleDynamicX=1
NewShipType.tumbleDynamicY=2
NewShipType.tumbleDynamicZ=1
NewShipType.tumbleSpecialDynamicX=1
NewShipType.tumbleSpecialDynamicY=2
NewShipType.tumbleSpecialDynamicZ=1
NewShipType.relativeMoveFactor=1
NewShipType.swayUpdateTime=10
NewShipType.swayOffsetRandomX=10
NewShipType.swayOffsetRandomY=10
NewShipType.swayOffsetRandomZ=10
NewShipType.swayBobbingFactor=0
NewShipType.swayRotateFactor=0
setTargetBox(NewShipType, 0, -0.1,-0.3,-0.9, 0.1,0.5,0.85)
NewShipType.useLayoutBounds=1
NewShipType.layoutBoundX=200
NewShipType.layoutBoundY=250
NewShipType.layoutBoundZ=600
NewShipType.layoutCenterX=0
NewShipType.layoutCenterY=0
NewShipType.layoutCenterZ=50
NewShipType.dustCloudDamageTime=280
NewShipType.nebulaDamageTime=1200
NewShipType.MinimalFamilyToFindPathAround=“MotherShip”
NewShipType.BuildFamily=“Battleship”
NewShipType.AttackFamily=“BigCapitalShip”
NewShipType.DockFamily=“UltraCap”
NewShipType.AvoidanceFamily=“SuperCap”
NewShipType.DisplayFamily=“Capital”
NewShipType.AutoFormationFamily=“SuperCap”
NewShipType.CollisionFamily=“Big”
NewShipType.ArmourFamily=getShipStr(NewShipType, “ArmourFamily”, “HeavyArmour”)
setSupplyValue(NewShipType, “Capital”, 1.0)
setSupplyValue(NewShipType, “Battlecruiser”, 1.0)
setSupplyValue(NewShipType, “LayoutBattleCruiser”, 1.0)
NewShipType.fighterValue=0
NewShipType.corvetteValue=0
NewShipType.frigateValue=160
NewShipType.neutralValue=60
NewShipType.antiFighterValue=0
NewShipType.antiCorvetteValue=10
NewShipType.antiFrigateValue=120
NewShipType.totalValue=95
NewShipType.buildCost=90
NewShipType.buildTime=6
NewShipType.buildPriorityOrder=20
NewShipType.retaliationRange=6500
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=7500
NewShipType.secSensorRange=8500
NewShipType.detectionStrength=1
NewShipType.TOIcon=“Arrow”
NewShipType.TOScale=1
NewShipType.TODistanceFade0=14000
NewShipType.TODistanceDisappear0=12000
NewShipType.TODistanceFade1=5500
NewShipType.TODistanceDisappear1=5000
NewShipType.TODistanceFade2=12000
NewShipType.TODistanceDisappear2=35000
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.045
NewShipType.mouseOverMaxFadeSize=0.1
NewShipType.healthBarStyle=2
NewShipType.nlips=0
NewShipType.nlipsRange=75000
NewShipType.nlipsFar=0
NewShipType.nlipsFarRange=0
NewShipType.SMRepresentation=“Mesh”
NewShipType.meshRenderLimit=40000
NewShipType.dotRenderLimit=10
NewShipType.visibleInSecondary=1
NewShipType.goblinsStartFade=5000
NewShipType.goblinsOff=5000
NewShipType.upLOD=5950
NewShipType.downLOD=5965
NewShipType.minimumZoomFactor=0.5
NewShipType.selectionLimit=150000
NewShipType.preciseATILimit=0
NewShipType.selectionPriority=75
NewShipType.militaryUnit=1
NewShipType.alternativeHyperspaceV=“hyperspace_gate_kpr”
NewShipType.alternativeHyperspaceA=“etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN”
NewShipType.alternativeHyperspaceTime=12.5
NewShipType.SMHighlightDistMin=20000
NewShipType.SMHighlightDistMax=30000
addAbility(NewShipType,“MoveCommand”,1,0);
addAbility(NewShipType,“CanDock”,1,1);
NewShipType.dockTimeBetweenTwoFormations=1
NewShipType.dockTimeBeforeStart=2
NewShipType.dockNrOfShipsInDockFormation=1
NewShipType.dockFormation=“delta”
NewShipType.queueFormation=“dockline”
NewShipType.dontDockWithOtherRaceShips=0
NewShipType.ignoreRaceWhenDocking=0
addAbility(NewShipType,“CanLaunch”);
NewShipType.launchTimeBetweenTwoFormations=1
NewShipType.launchTimeBeforeStart=2
NewShipType.launchNrOfShipsInDockFormation=1
NewShipType.launchFormation=“delta”
NewShipType.strikeGroupRadius=480
addAbility(NewShipType,“ShipHold”,1,0,0,“rallypoint”,"",1);
NewShipType.dockQueueSelectionQueueMultiplier=100000
NewShipType.dockQueueSelectionOccupiedMultiplier=100000
addAbility(NewShipType,“ParadeCommand”,1);
addAbility(NewShipType,“WaypointMove”);
addAbility(NewShipType,“HyperSpaceCommand”,1,1,2000,10000,0,3);
addAbility(NewShipType,“CanAttack”,1,1,0,0,0.35,1.2,“BigCapitalShip, SmallCapitalShip, Capturer, Frigate, SubSystem, Mothership, Corvette, Fighter, Utility”,“Frontal”,{Fighter=“MoveToTargetAndShoot”},{Corvette=“MoveToTargetAndShoot”},{Frigate=“MoveToTargetAndShoot”},{Munition=“MoveToTargetAndShoot”},{SubSystem=“FrontalVsSubSystem”});
addAbility(NewShipType,“GuardCommand”,74,3000,1400);
addAbility(NewShipType,“CanBeCaptured”,160,0.5);
addAbility(NewShipType,“CanBeRepaired”);
NewShipType.noCombatGrouping=1
LoadModel(NewShipType,1);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtIonCannon”,“Weapon_Triton1”,“Weapon_Triton1”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense1”,“Weapon_HullDefense1”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense2”,“Weapon_HullDefense2”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense3”,“Weapon_HullDefense3”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense4”,“Weapon_HullDefense4”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense5”,“Weapon_HullDefense5”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense6”,“Weapon_HullDefense6”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense7”,“Weapon_HullDefense7”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense8”,“Weapon_HullDefense8”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense9”,“Weapon_HullDefense9”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtAutogun”,“Weapon_HullDefense10”,“Weapon_HullDefense10”);
StartShipWeaponConfig(NewShipType,“Hgn_DreadnaughtChinTurret”,“Weapon_DreadTurret”,“Weapon_DreadTurret”);
addShield(NewShipType,“EMP”,10000,20);
NewShipType.battleScarCoverage=4
NewShipType.battleScarBudgetLow = 800
NewShipType.battleScarBudgetNext = 1200
NewShipType.sobDieTime=4
NewShipType.sobSpecialDieTime=1
NewShipType.specialDeathSpeed=40
NewShipType.chanceOfSpecialDeath=0
NewShipType.deadSobFadeTime=0
NewShipType.trailLinger=2
setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380);
setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{1,.47,.0, 0.2});
loadShipPatchList(NewShipType,“data:sound/sfx/ship/Hiigaran/MegaShip/”,0,“Engines/HDreadnaughtEng”,"",1,“Ambience/HMotherShipAmb”,"");
NewShipType.canSurround=1

here’s the tai_mothership:
NewShipType = StartShipConfig()
NewShipType.displayedName="$1627"
NewShipType.sobDescription="$10043"
NewShipType.maxhealth=getShipNum(NewShipType, “maxhealth”, 280000)
NewShipType.regentime=1400
NewShipType.minRegenTime=1400
NewShipType.sideArmourDamage=0.85
NewShipType.rearArmourDamage=0.85
setTacticsMults(NewShipType, “ENGINEACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “THRUSTERACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “ROTATION”, 0.95, 1.05, 1.0)
setTacticsMults(NewShipType, “ROTATIONACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “FIRERATE”, 0.98, 1.02, 1.0)
NewShipType.isTransferable=0
NewShipType.addedUnitCaps=101
NewShipType.paradeData=“tai_mothership_parade”
NewShipType.defaultROE=“Defensive”
NewShipType.defaultStance=“Neutral”
NewShipType.mass=2000
NewShipType.collisionMultiplier=1
NewShipType.thrusterMaxSpeed=48
NewShipType.mainEngineMaxSpeed=48
NewShipType.rotationMaxSpeed=4
NewShipType.thrusterAccelTime=8
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=8
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=1
NewShipType.rotationBrakeTime=0.4
NewShipType.thrusterUsage=1
NewShipType.accelerationAngle=30
NewShipType.mirrorAngle=0
NewShipType.secondaryTurnAngle=0
NewShipType.maxBankingAmount=2
NewShipType.descendPitch=0.1
NewShipType.goalReachEpsilon=25
NewShipType.slideMoveRange=400
NewShipType.controllerType=“Ship”
NewShipType.tumbleStaticX = 2
NewShipType.tumbleStaticY = 3
NewShipType.tumbleStaticZ = 2
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 2
NewShipType.tumbleDynamicZ = 2
NewShipType.tumbleSpecialDynamicX = 2
NewShipType.tumbleSpecialDynamicY = 2
NewShipType.tumbleSpecialDynamicZ = 2
NewShipType.relativeMoveFactor=1
NewShipType.swayUpdateTime=10
NewShipType.swayOffsetRandomX=10
NewShipType.swayOffsetRandomY=10
NewShipType.swayOffsetRandomZ=10
NewShipType.swayBobbingFactor=0
NewShipType.swayRotateFactor=0
setTargetBox(NewShipType, 0, -0.88,-0.7,-0.75, 0.99,0.75,0.28)
NewShipType.useLayoutBounds=1
NewShipType.layoutBoundX=1150
NewShipType.layoutBoundY=200
NewShipType.layoutBoundZ=500
NewShipType.layoutCenterX=-280
NewShipType.layoutCenterY=-20
NewShipType.layoutCenterZ=-10
NewShipType.dustCloudDamageTime=280
NewShipType.nebulaDamageTime=800
NewShipType.MinimalFamilyToFindPathAround=“MotherShip”
NewShipType.BuildFamily=“MS_Tai”
NewShipType.AttackFamily=“Mothership”
NewShipType.DockFamily=“UltraCap”
NewShipType.AvoidanceFamily=“SuperCap”
NewShipType.DisplayFamily=“Capital”
NewShipType.AutoFormationFamily=“SuperCap”
NewShipType.CollisionFamily=“Big”
NewShipType.ArmourFamily=getShipStr(NewShipType, “ArmourFamily”, “HeavyArmour”)
setSupplyValue(NewShipType, “Mothership”, 1.0)
NewShipType.AttackPriorityMultiplier=0.96
NewShipType.fighterValue=0
NewShipType.corvetteValue=0
NewShipType.frigateValue=30
NewShipType.neutralValue=10
NewShipType.antiFighterValue=0
NewShipType.antiCorvetteValue=0
NewShipType.antiFrigateValue=0
NewShipType.totalValue=40
NewShipType.buildCost=80
NewShipType.buildTime=4
NewShipType.buildPriorityOrder=10
NewShipType.retaliationRange=6500
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=6500
NewShipType.secSensorRange=8500
NewShipType.detectionStrength=1
NewShipType.TOScale=1
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.15
NewShipType.mouseOverMaxFadeSize=0.25
NewShipType.healthBarStyle=2
NewShipType.nlips=0
NewShipType.nlipsRange=75000
NewShipType.nlipsFar=0
NewShipType.nlipsFarRange=0
NewShipType.SMRepresentation=“Mesh”
NewShipType.meshRenderLimit=35000
NewShipType.dotRenderLimit=10
NewShipType.visibleInSecondary=1
NewShipType.goblinsStartFade=3200
NewShipType.goblinsOff=3200
NewShipType.upLOD=14150
NewShipType.downLOD=14165
NewShipType.minimumZoomFactor=0.5
NewShipType.selectionLimit=150000
NewShipType.preciseSelectionLimit=15000
NewShipType.preciseATILimit=100000
NewShipType.selectionPriority=75
NewShipType.militaryUnit=0
NewShipType.blobName="$1575"
NewShipType.blobNamePriority=100
NewShipType.alternativeHyperspaceA="/etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN_MS"
NewShipType.SMHighlightDistMin=20000
NewShipType.SMHighlightDistMax=30000
NewShipType.nbRestrictedHardpoints=1
addAbility(NewShipType,“MoveCommand”,1,0);
addAbility(NewShipType,“CanDock”,1,0);
NewShipType.dockTimeBetweenTwoFormations=1
NewShipType.dockTimeBeforeStart=2
NewShipType.dockNrOfShipsInDockFormation=1
NewShipType.dockFormation=“delta”
NewShipType.queueFormation=“dockline”
NewShipType.dontDockWithOtherRaceShips=0
NewShipType.ignoreRaceWhenDocking=0
NewShipType.canBeDockForSalvageCapture=1
addAbility(NewShipType,“CanLaunch”);
NewShipType.launchTimeBetweenTwoFormations=1
NewShipType.launchTimeBeforeStart=2
NewShipType.launchNrOfShipsInDockFormation=1
NewShipType.launchFormation=“delta”
NewShipType.canJoinStrikeGroup=0
addAbility(NewShipType,“ShipHold”,1,250,200,“rallypoint”,“Fighter,Corvette,Utility”,100,
{SuperCap=“2000”},
{Frigate=“800”},
{Fighter=“36”},
{Corvette=“75”});
addAbility(NewShipType,“WaypointMove”);
addAbility(NewShipType,“HyperSpaceCommand”,1,1.1,1000,1500,0,4);
addAbility(NewShipType,“CanAttack”,1,1,0,0,0.35,1,“Fighter, Fighter_hw1, Corvette, Corvette_hw1, Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Utility, Mothership”,“JustShoot”);
addAbility(NewShipType,“CanBuildShips”,1,“Fighter_Tai, Corvette_Tai, Frigate_Tai, SuperCap_Tai, Battleship, Resource_Tai, NonCombat_Tai”,“Fighter, Corvette, Frigate, Capital, Resource, NonCombat”);
addAbility(NewShipType,“CanBeCaptured”,300,0.5);
addAbility(NewShipType,“CanBeRepaired”);
addCustomCode(NewShipType,“data:Ship/Tai_Mothership/Tai_Mothership.lua”,“Load_Tai_Mothership”,“Create_Tai_Mothership”,“Update_Tai_Mothership”,“Destroy_Tai_Mothership”,“Tai_Mothership”,4)
LoadModel(NewShipType,1);
addShield(NewShipType,“EMP”,10000,20);
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense1”,"");
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense2”,"");
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense3”,"");
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense4”,"");
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense5”,"");
StartShipWeaponConfig(NewShipType,“HW1_MothershipGun”,“Weapon_HullDefense6”,"");
StartShipHardPointConfig(NewShipType,“Engine”,“Hardpoint_Engine”,“System”,“Innate”,“Damageable”,“Tai_MothershipEngine”,"","","","","","","","");
StartShipHardPointConfig(NewShipType,“Resource”,“Hardpoint_Resource”,“System”,“Innate”,“Damageable”,“Tai_MothershipResource”,"","","","","","","","");
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03”,1, 0.34,0,0,0, 0,0,0,50,0,0,0,200,0,0,0,50,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02”,1, 0.13,0,0,0, 30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg04”,1, 0.12,0,0,0, 50,40,-150,50,65,25,5,25,0,0,0,95,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05”,1, 0.11,0,0,0, 25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01”,1, 0.10,0,0,0, 60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01”,1, 0.06,0,0,0, 80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml02”,1, 0.05,0,0,0, 25,0,-125,50,80,35,120,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03”,1, 0.04,0,0,0, 60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04”,1, 0.03,0,0,0, 10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50);
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml05”,1, 0.02,0,0,0, 60,10,30,75,35,25,65,75,0,0,0,60,0,0,0,50);
NewShipType.battleScarCoverage=4
NewShipType.battleScarBudgetLow = 1200
NewShipType.battleScarBudgetNext = 1800
NewShipType.sobDieTime=18.17
NewShipType.sobSpecialDieTime=1
NewShipType.specialDeathSpeed=40
NewShipType.chanceOfSpecialDeath=0
NewShipType.deadSobFadeTime=0.01
NewShipType.trailLinger=2
setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380);
setEngineGlow(NewShipType,1,1,1.02,20,450,200,2,{0.27, 0.47, .69, 0.25});
loadShipPatchList(NewShipType,“data:sound/sfx/ship/”,0,“Hiigaran/MegaShip/Engines/HMothershipEng”,"",1,“Hiigaran/MegaShip/Ambience/HMotherShipAmb”,"",3,“Megaliths/RandomEmit/HANGAR_EMITTERS”,“marker3”);
setConcurrentBuildLimit(NewShipType,0,2);
NewShipType.minFalloffDamageDist=1450
NewShipType.maxFalloffDamageDist=14501.5
NewShipType.maxFalloffScuttleDamageDist=1450
3
NewShipType.explosiveScuttleDamageOnDeath=33023
NewShipType.maxFalloffForce=500
10
NewShipType.explosiveDamageOnDeath=660*3
NewShipType.hideNormalAttackUICooldown=1
NewShipType.canSurround=1

You should put code tags around that…

Hmm. Might not be the only issue, but you are missing a hyperspace time for the mothership.

Edit: The line…

NewShipType.alternativeHyperspaceTime=10

…is missing. I don’t remember if this is a necessity or not. Give it a go and see if it helps any. The ‘10’ is just a random value I chose.

Found it!!!
Thanks a lot for all of your interest and suggestions. I was kind of busy with real work, but I tried all of them out. In the end I just started replacing big blocks of the .ship file until I could narrow down where the problem was:

addAbility(NewShipType,“ParadeCommand”,1);

was missing. OBVIOUSLY! Duh, what was I thinking. =D …now that I know, poop - it is kind of obvious. Oh well, for the archives I guess! :wink:

1 Like

Update: for some reason this doesn’t work with the Kushan mothership spawnig a dreadnaught, so maybe there are other exceptions that don’t work too.

Does the dreadnaught have the canlaunch ability?

The Dreadnaught would always spawn inside of the kushan mothership and then sort of squish itself out of the hold by overlapping all of the geometry. The problem is that I couldn’t get it to hyperspace in instead of spawning like a normal cap ship. But that was only for the Kushan, with the other races it worked fine. I think the model of the Kushan mothership is different. We can see from the discussion on the HW2 squadrons docking with the HW1 small docking ships, that some things can’t be changed just by manipulating the .ship files.

For the mod I’m working on, I just gave them Heavy Destroyers based on the Keeper model instead, and it worked out really well to keep the races different.