Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]Fairy Empire (Yaodu) MOD V105
Divangel 9 Feb, 2020 @ 1:29am
Take any ship.
Take any ship.
Hello my friends, today I will tell you how to add any ship playing in the company. Sorry for my bad English. Works Fairy Empire (Yaodu) MOD V1.30. Works on version 1.05.
Start a new game and jump a couple of times into different sectors so that the game creates several autosaves - AutoSave.lua. You can use your current game, but back up your last autosave file.
Next, go to the profile game folder. My profile game folder: E:\Games\HomeworldRM_1.30\HomeworldRM\Bin\Profiles\Profile2
Go to the profile folder if there are several of them, then determining which one is very simple.
In your profile, half of each system change (when the boot screen appears), a new autosave with a serial number is created.
Open the last autosave with the extension AutoSave.lua with any text editor, im use notepad. My last save AutoSave301.lua
You will see the following file structure:
g_CameFrom = "missionmapH02"
MissionData = "miseelemap07"
g_Intercept = 0
g_DateYear = 9630
g_TimeInGame = 83325.10503578198
g_ManageDate = 17
FleetData = {}
FleetData ["alos_carrier_huge"] = {}
FleetData ["hgn_busHcarrier"] = {}
FleetData ["modu_battleship_turret"] = {}
FleetData ["alos_resourcecollector"] = {}
FleetData ["hgn_busnewship07"] = {}
FleetData ["hgn_lightbattership"] = {}
FleetData ["hgn_busnewship05"] = {}
FleetData ["hgn_busnewship04"] = {}
FleetData ["modu_Fighter_heavybomber"] = {}
FleetData ["vgr_lightcruiser"] = {}
...
Etc
Well, the parameter "FleetData" is the presence of a ship. You can add any ship to your game.
So let's try adding the "evangeline battleship".
Find the line: FleetData ["modu_battleship_evangeline"] = {}
...
FleetData ["tai_heavycorvette"] = {}
FleetData ["bus_bigtransportship"] = {}
FleetData ["modu_battleship_evangeline"] = {} - here she is
FleetData ["modu_dreadnaught_Catastrophe"] = {}
FleetData ["vgr_battleshipB"] = {}
...
Now change it this way by adding the lines:
...
FleetData ["tai_heavycorvette"] = {}
FleetData ["bus_bigtransportship"] = {}
FleetData ["modu_battleship_evangeline"] = {}
FleetData ["modu_battleship_evangeline"] [1] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [1] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [1] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [1] ["Name"] = "1"
FleetData ["modu_dreadnaught_Catastrophe"] = {}
FleetData ["vgr_battleshipB"] = {}
...
Parsing the lines
FleetData ["modu_battleship_evangeline"] [1] = {} - adds a ship, the following lines are its parameters
FleetData ["modu_battleship_evangeline"] [1] ["Gone"] = 0 - I don’t know what it is, so don’t touch
FleetData ["modu_battleship_evangeline"] [1] ["Type"] = "Basic" - same as above
FleetData ["modu_battleship_evangeline"] [1] ["ControlGroup"] = {} - this parameter changes if you assign a hotkey to a specific group of ships in the game
FleetData ["modu_battleship_evangeline"] [1] ["Health"] = 1 - health, the parameter is not whole if you put 0.5 it will be half damage the health.
FleetData ["modu_battleship_evangeline"] [1] ["Name"] = "1" - the name of the ship, for example, there is one, you can specify any name and it will be written near the ship.
Please note that these parameters apply only to one ship, if you want to have two ships you need to do this:
...
FleetData ["tai_heavycorvette"] = {}
FleetData ["bus_bigtransportship"] = {}
FleetData ["modu_battleship_evangeline"] = {}
FleetData ["modu_battleship_evangeline"] [1] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [1] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [1] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [1] ["Name"] = "1"
FleetData ["modu_battleship_evangeline"] [2] = {}
FleetData ["modu_battleship_evangeline"] [2] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [2] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [2] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [2] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [2] ["Name"] = "1"
FleetData ["modu_dreadnaught_Catastrophe"] = {}
FleetData ["vgr_battleshipB"] = {}
...
That is, add another line with the number two. That would be three:
FleetData ["tai_heavycorvette"] = {}
FleetData ["bus_bigtransportship"] = {}
FleetData ["modu_battleship_evangeline"] = {}
FleetData ["modu_battleship_evangeline"] [1] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [1] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [1] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [1] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [1] ["Name"] = "1"
FleetData ["modu_battleship_evangeline"] [2] = {}
FleetData ["modu_battleship_evangeline"] [2] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [2] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [2] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [2] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [2] ["Name"] = "1"
FleetData ["modu_battleship_evangeline"] [3] = {}
FleetData ["modu_battleship_evangeline"] [3] ["Gone"] = 0
FleetData ["modu_battleship_evangeline"] [3] ["Type"] = "Basic"
FleetData ["modu_battleship_evangeline"] [3] ["ControlGroup"] = {}
FleetData ["modu_battleship_evangeline"] [3] ["Health"] = 1
FleetData ["modu_battleship_evangeline"] [3] ["Name"] = "1"
FleetData ["modu_dreadnaught_Catastrophe"]
FleetData ["vgr_battleshipB"] = {}

You can also add fighters, a mechanic mod such that the fighter should be in a large ship.
Let's try to add a simple repairman his name is "hgn_busnewship02"
Find the line FleetData ["hgn_busnewship02"] = {}
...
FleetData ["hgn_busnewship03"] = {}
FleetData ["hgn_busnewship02"] = {} - here she is
FleetData ["hgn_moduattackcarrie"] = {}
FleetData ["hgn_ioncannonfrigate"] = {}
...
We do this:
FleetData ["hgn_busnewship02"] = {}
FleetData ["hgn_busnewship02"] [1] = {}
FleetData ["hgn_busnewship02"] [1] ["Fuel"] = {}
FleetData ["hgn_busnewship02"] [1] ["Fuel"] [1] = 0.4
FleetData ["hgn_busnewship02"] [1] ["Type"] = "Basic"
FleetData ["hgn_busnewship02"] [1] ["ControlGroup"] = {}
FleetData ["hgn_busnewship02"] [1] ["Health"] = 1
FleetData ["hgn_busnewship02"] [1] ["DockedWith"] = "modu_cruiserReaper1"
FleetData ["hgn_busnewship02"] [2] = {}
FleetData ["hgn_busnewship02"] [2] ["Fuel"] = {}
FleetData ["hgn_busnewship02"] [2] ["Fuel"] [1] = 0.4
FleetData ["hgn_busnewship02"] [2] ["Type"] = "Basic"
FleetData ["hgn_busnewship02"] [2] ["ControlGroup"] = {}
FleetData ["hgn_busnewship02"] [2] ["Health"] = 1
FleetData ["hgn_busnewship02"] [2] ["DockedWith"] = "modu_cruiserReaper1"
Now we will analyze the parameters:
FleetData ["hgn_busnewship02"] [1] ["Fuel"] = {}
FleetData ["hgn_busnewship02"] [1] ["Fuel"] [1] = 0.0399305555555551407
Since this is a fighter ship, he has fuel.
FleetData ["hgn_busnewship02"] [1] ["DockedWith"] = "modu_cruiserReaper1" - this parameter means that this ship is in another ship "modu_cruiserReaper1". Please note that the number one is added to the name of the carrier ship. This means that the first ship from the list will be selected if there are several. If you need a second ship, it will be "modu_cruiserReaper2". As you already understood here we added 2 repairmen in modu_cruiserReaper. By the way, this is the most powerful ship out of 3 that we are given a choice at the start of a new game. You can leave this parameter empty and then the fighter will be one like a big ship:
FleetData ["hgn_busnewship02"] [2] ["DockedWith"] = ""

You also need to understand that modu_cruiserReaper itself should be in the list here:
FleetData ["modu_carriersuperBlack"] = {}
FleetData ["modu_dreadnaught_Catastrophe"] = {}
FleetData ["modu_cruiserReaper"] = {}
FleetData ["modu_cruiserReaper"] [1] = {}
FleetData ["modu_cruiserReaper"] [1] ["Gone"] = 0
FleetData ["modu_cruiserReaper"] [1] ["Type"] = "Basic"
FleetData ["modu_cruiserReaper"] [1] ["ControlGroup"] = {}
FleetData ["modu_cruiserReaper"] [1] ["Health"] = 1
FleetData ["modu_cruiserReaper"] [1] ["Name"] = ""
FleetData ["hgn_cruiser_platform"] = {}
FleetData ["alos_supership"] = {}
You can take it as a template for recording other ships if you find it in the list
I did a lot of work, but I took screenshots of all the ships. The name of the screenshot is the name of the ship in the list. Therefore, you can see a screenshot of the ship you want to add.
Known issues that break the game:
1. You were mistaken =) you can’t change the file structure to transfer lines, or delete. strings must be strictly one after another. there must be brackets, quotation marks, and so on. Look closely, this is a 90% cause of crashes. For convenience, create a template where you will change the name of the ship, and then copy to your autosave. The name of the ship must be the same for all lines.
2. You are trying to add a fighter without adding a fuel line, as well as a carrier ship.
3. You try to add a fighter that MUST be on the ship.
4. You are trying to add a fighter that MUST NOT be on the ship. (For example, fighters that fly with guns)
5. You are trying to fly away from the system but it does not work out. You have added a large ship and it has a large population limit; you need to increase the population limit in the "balcore gate" system by purchasing.
6. You forgot to save the file after the change =)
7. If ships do not shoot there is no ammunition, if there is no fly no food, do not forget about hyperfuel. Large ships at the shelter spend ammunition very quickly
A few tips:
Add one ship at a time. If it added successfully. Save your auto save in another place, then add another ship and so on. In case of failure, just use the one you have successfully booted.
It’s very rare that a campaign starts anew, back up autosaves
You can also swap other lines for example:
g_goods [43] = 10000 - ammunition
g_goods [42] = 20000 - food
g_money = 740000 - credits
g_PopPointLimit = 50 - population limit, it’s possible to change but it’s better to buy.
g_FightExp = 5008.2 - this parameter increases if you kill someone, you need to buy new ships
g_TradeExp = 0 - but also increase when trading.
The larger your population limit, the stronger and larger the enemy fleet will be in missions. It can be just huge. Make yourself a large population limit, take large ships with cool cannons and arrange an epic battle. It's fun.
Link to screenshots:
https://drive.google.com/open?id=1zfS_Dt34uKcOUxZlH6bXf1KnTctsKJNM
Last edited by Divangel; 9 Feb, 2020 @ 3:01am