Cycrow wrote:rrather than editing the game files directely, its usually better to extract the files and create a new mod file, this is pretty simple to do and can be done with the doubleshadows editor.
just save TShips to a new mod rather than back to the one u edited it from, the new mod only needs to contain TShips.pck for thechanges to work.
this would prevent any problems when editing the original data files and you wont have to reinstall or reedit to get back to the stnadard game
Eh. I'll stick to my method. I have backed up all the text files before editing, and still do backups before I make any new change. If I screw up I can always go back to either the last mod or to the original file.
D1353L wrote:moving the gun fire postions (they are wrong, no?)
Technically, yes, but I don't see why you would want to move them. This is the perfect position for precise targeting, as they are very close together. Unless it bothers you to have a ship that shoots from the cockpit
Also, are there any other ships you can create and pilot that are not available in normal game play?
You can spawn navigational beacons, although you can't pilot them. They would still be useful if you wanted to mark some specific part of a sector, if it wasn't that they spawn in the center of the sector no matter where you position the cursor.
You can spawn full Khaak clusters (before they split up they are in fact a single ship and model, not many ships "glued" together by the game... which is why you have one targeted and it splits you lose the target). You can enter them and pilot them (they have the same cockpit as Khaak fighters), but they are useless as they have pathetic speed, no weapons and very small cargo bays. If spawned as Khaak, the clusters will split up when fired on. If spawned as any other race, friendly or not, they won't.
You can spawn the UFO, but you can't pilot it. It'll just stay there, spinning but not moving or doing anything and not accepting communications.
You can spawn Xenon I and H transporters, but they have no model. They just get spawned as nothing (H) and a two-dimensional small picture, They accept commands, move and can probably behave as normal transporters, carrying wares and all, but not actually being objects in the game they can't be shot. If you're thinking "great, I've found the perfect transporter for my bases", keep in mind that when you aren't in a sector the game stops tracking collisions, and damage is calculated mathematically, so they would probably get blown up anyway.
You can pilot them, but they have no cockpit and really abysmal turning speed. The TS can't turn left or right at all, just up and down.
In other words, they are pretty much useless.
Lastly, you can spawn a space suit, but it's pretty useless as well, because it can't accept any sort of input and just stays there not moving. I haven't tried spawning a race-owned space suit, but I guess it'd behave the same as ejected pilots.
Opening your cargo bay and flying into one, even if belonging to you, will cause it to be turned to 1 unit of slaves in your cargobay.
There, I think that's all...