Before I begin, thank you in advance for the very act of reading my post. I am very new to HW modding (Less than a week) so some obvious things may pass right by my head.
So, In a mod that I am modding (lol) there is a subsystem that cannot be built, it allows for the faction in question to build nuclear missiles. When the “All research completed” option is turned on before the launch of a game, I am able build it. This is a well known established issue with the mod–Its not just my copy, and the mod is effectively abandoned at this point. I apologize in advance if the information needed isn’t presented in a useful manner, please inform what you desire if this is the case.
First, I needed to find the module–I did this by looking at the locale file and finding out what Number name the description had.
In Locale\Buildresearch.dat
7964 Description:\nMA Nukes, Unlocks Moebius Nuke Type. \n\nType:Module (Takes 1 Module Slot). \n\nPrerequisites: Guided Anti-vessel Missile, Anti Laminated Armor Torpedo, New GAT Gundam research. \n\nUnlock Module: None.
I then searched for files that had that number string.
In Scripts\buildandresearch.dat\omni\build.lua
{
Type = SubSystem,
ThingToBuild = “OMNI_agamemnon_module_nuclear”,
RequiredResearch = “GundamTech & BigMissileTech”,
RequiredShipSubSystems = “FighterProduction & MaMissile & (! NuclearProduction)”,
DisplayPriority = 1,
DisplayedName = “$7962”,
Description = “$7964”, },
{
I am confident that MAMissle and FighterProduction are being completed, targetting “NuclearProduction”
The only things that have "Nuclearproduction according to a powershell Text string search across the data directory is a AI build file, The Build.lua referenced above, and a .Subs file
data\subsystem\omni_agamemnon_module_nuclear\omni_agamemnon_module_nuclear.subs
NewSubSystemType = StartSubSystemConfig()
NewSubSystemType.displayedName = “$7962”
NewSubSystemType.sobDescription = “$7963”
NewSubSystemType.tacticalIcon = “hexagon”
NewSubSystemType.tacticalIconMinSize = 0.0035
NewSubSystemType.tacticalIconMinFadeSize = 0.0045
NewSubSystemType.tacticalIconMaxFadeSize = 0.008
NewSubSystemType.groupMergeSize = 0.001
NewSubSystemType.mouseOverMinFadeSize = 0.045
NewSubSystemType.mouseOverMaxFadeSize = 0.1
NewSubSystemType.maxhealth = 10000
NewSubSystemType.regentime = 250
NewSubSystemType.nlips = 0
NewSubSystemType.nlipsRange = 0
NewSubSystemType.nlipsFar = 0
NewSubSystemType.nlipsFarRange = 0
NewSubSystemType.meshRenderLimit = 0.004
NewSubSystemType.minimumZoomFactor = 0.6800000000000001
NewSubSystemType.selectionLimit = 5000
NewSubSystemType.preciseATILimit = 5000
NewSubSystemType.selectionPriority = 37.5
NewSubSystemType.type = “System”
NewSubSystemType.typeString = “NuclearProduction”
NewSubSystemType.collateralDamage = 100
NewSubSystemType.inactiveTimeAfterDamage = 10
NewSubSystemType.activateHealthPercentage = 0.1
NewSubSystemType.costToBuild = 3000
NewSubSystemType.timeToBuild = 150
NewSubSystemType.isResearch = 0
NewSubSystemType.visible = 1
LoadHODFile(NewSubSystemType,1)
NewSubSystemType.BuildFamily = “SubSystem_Omni”
NewSubSystemType.AttackFamily = “UnAttackable”
NewSubSystemType.DockFamily = “CantDock”
NewSubSystemType.DisplayFamily = “SubSystemModule”
NewSubSystemType.ArmourFamily = “SubSystemArmour”
loadShipPatchList(NewSubSystemType,“data:sound/sfx/ship/Hiigaran/Subsystems/”,1,“HPSubsystemFighterAmb”)
I don’t have enough knowledge yet on this, but I personally believe that the problem stems from the “Nuclearproduction” Tag–But I am not sure how to piece it all together. Requesting assistance on how I should proceed!