Basically, I liked my spire in AI War classic with the railgun setup, and I was wondering how hard it would be to add it in.
So for example, we have:
<entity name="SpireRailFrigate"
tags="SpireFrigate"
visuals="Assets/_DLC1/FallenSpire/Spire1Frigate/SpireFrigate.prefab" visuals_bundle="exp1_the_spire_rises"
icon_name="Official/Spire_Frigate" gimbal_icon_size_multiplier="1.5"
voice_group="Spire"
uses_large_health_bar="true"
category="Ship"
size_scale="7.4"
visuals_scale_multiplier="3.2"
y_offset_of_icon="30"
collision_priority="3000"
display_name="Spire RailFrigate"
description="A variant on the smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns."
starting_mark_level="Mark1"
cost_for_ai_to_purchase="5000" strength_multiplier="1.4"
hull_points="300000" shield_points="300000" speed="Normal1"
armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="6"
metal_cost="200000" energy_consumption="22500"
ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
exp_to_grant_on_death="-1"
should_never_be_captured_by_another_faction="true"
priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
>
<system name="Railcannon" display_name="Spire Heavy Railcannon"
category="Weapon" firing_timing="OnlyInRange"
damage_per_shot="30000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
shot_type_data="ExtremeLongRangeRailgun"
>
</system>
<system name="Railcannon" display_name="Spire Railcannon"
category="Weapon" firing_timing="OnlyInRange"
damage_per_shot="6000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
shots_per_salvo="4" fires_salvos_sequentially="false"
shot_type_data="ExtremeLongRangeRailgun"
>
</system>
</entity>
<entity name="SpireRailFrigateNeuralNet"
tags="SpireCityBuildMenu"
visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
voice_group="Spire"
uses_large_health_bar="true"
category="Ship"
size_scale="7.4"
visuals_scale_multiplier="25"
y_offset_of_icon="30"
collision_priority="810"
display_name="Spire RailFrigate Neural Net" display_name_for_sidebar="Neural Net - RailFrigate"
description_short="This facility allows the City to build an extra two Spire RailFrigates. They are built via a Shipyard."
description="This facility allows the City to build an extra two Spire RailFrigates. If the facility is destroyed, the extra RailFrigates will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="1" base_ship_cap_in_custom_city="2" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="1"
hull_points="2000000" shield_points="2000000" speed="Immobile"
armor_mm="180" albedo="0.7" mass_tx="6"
metal_cost="500000" energy_consumption="15000"
ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
exp_to_grant_on_death="-1" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailFrigate" ship_type_count_to_grant_more_of_in_custom_fleet="2"
>
<metal_flow purpose="SelfConstruction" throughput="2500"/>
<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
category="Weapon" firing_timing="OnlyInRange"
damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
shot_type_data="HeavyBeamInvisible"
beam_length_multiplier="1.3"
hits_all_intersecting_targets="true"
shots_detonate_immediately="true"
is_coilbeam="true"
>
</system>
<system name="LaserPulse" display_name="Laser Pulse"
category="Weapon" firing_timing="OnlyInRange"
damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
shots_per_salvo="20" fires_salvos_sequentially="false"
shot_type_data="LaserPulse_DeepBlue"
>
</system>
</entity>
Placed in a uniquely named file in the right place in ...Steam\steamapps\common\AI War 2\Expansions\1_The_Spire_Rises\GameData\Configuration\GameEntity
I know the location part is fine since the neural nets appear in game, can be built and have the expected properties.
The question is: What else do I need to do in order to have the actual ship be built? At present, the Nets can be built, but they do not add the ship cap to the fleet, so what other steps need to be taken to achieve this, or, what have I done wrong? (Hopefully something fairly simple!)
Thanks in advance for taking the time to answer an idiot.