The .csv files covered here are: descriptions.csv, hull_mods.csv, person_names.csv, sim_opponents.csv, and wing_data.csv.
Descriptions.csv will contain all the unique strings and descriptions for your mod.
At the very top of descriptions.csv, you will see a list of categories. Going from left to right, the function of each will be described:
id - Internal ID of the item being referenced. Can be a ship, weapon, resource, asteroid, tooltip, or planet.
type - Type of item being referenced. Options are: SHIP, WEAPON, RESOURCE, ASTEROID, ACTION_TOOLTIP, or PLANET.
text1 - The generic description of the item. Keep in mind that for ships and weapons, this will get cut off after a certain length.
text2 - Used for weapons. This describes their primary role, such as point defense, strike, etc.
text3 - Unused.
notes - Unused.
Hull_mods.csv will contain information pertaining to hullmods: their OP costs, icons, and descriptions.
At the very top of hull_mods.csv, you will see a list of categories. Going from left to right, the function of each will be described:
name - The name of the hull mod that is displayed in-game. This isn't the internal name for the hull mod.
id - This is the internal name that is recognized by the code in the background. When modding, this hull mod will be referenced everywhere by this ID. Remember, if you want to reference this hull mod somewhere else, it is this designation that you use, not the one above.
tier - Unused.
cost_frigate - Ordnance point cost of this hull mod for frigates.
cost_destroyer - Ordnance point cost of this hull mod for destroyers.
cost_cruiser - Ordnance point cost of this hull mod for cruisers.
cost_capital - Ordnance point cost of this hull mod for capital ships.
script - File path that points to the .java file to use for this hull mod.
desc - The hull mod's description. The %s characters represent percentages that are grabbed from the hull mod's .java file.
sprite - Filepath to the 32x32 icon that the hull mod will use.
Person_names.csv will contain information pertaining to the names of AI fleet commanders that appear in the campaign.
At the very top of person_names.csv, you will see a list of categories. Going from left to right, the function of each will be described:
name - A person's name, either first or last.
gender - Determines gender usage of the name. "m" means it will only be used for males, "f" means it will only be used for females. Leave blank for unisex names.
usage - Determines whether the name will be used as a first or last name. "f" means it will be used as a first name, "l" means it will be used as a last name. Leave blank for it to be used in either location.
category - The category that the name belongs to. This will be referenced in a .faction file.
Sim_opponents.csv will contain information pertaining opponent ships in combat simulations.
variant_id - The id of the ship variant that will appear as an opponent.
Note: Simulation opponents will appear in-game in the same order that they appear in the .csv file. Meaning if you have a fighter squadron first in the .csv, it will be the first on the list in-game.
wing_data.csv (updated for 0.8.a)Edit
Wing_data.csv will contain information relating to fighter wings.
At the very top of wing_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:
id - This determines the internal name of the wing. Make sure that all IDs you create end with _wing, otherwise bad things might happen.
variant - Determines which variant to use for the fighter wing.
tag - Used for the auto-fit: Look vanilla data.csv: "fighter1, fighter, mid"
- The first is for the power of the fighter, auto-fit choice always fighter3 than fighter1.
- The second is the alternative role, if you have not other wings and search a bomber.
- The third is the "low-tech, mid-tech, hight-tech".
tier - Market tiers, a high tier wings cannot be found and poor market.
rarity - Between 0 and 1, more near of 0, more the wings is rare to found on market. If you do not put anything, the value per default is 1.
fleet pts - The power of the wings on the combat see per ennemi fleet. (Not sure)
op cost - The ordinance cost of the wings. Like weapon.
formation - Determines the formation that fighter wings fly in. Possible values are: BOX, CLAW, V.
range - The maximal range where wings can reach before stop pursuit.
attackRunRange - Not very sure, always below than range, AxleMC131: "AttackRunRange is approximately how far out from a target fighters will open fire. This is important for bombers with torpedoes and such, to make sure the fighters get close enough to be most effective without getting destroyed by point defence."
num - The number of fighters in the squadron.
role - Determines the role of the fighter squadron, and involves AI handling of it. Possible values are: ASSAULT, BOMBER, FIGHTER, INTERCEPTOR, SUPPORT. Very important because: Support role never attack enemy ship, they go always around of the carrier or protect a other ship.
role desc - Role description of the wing
refit - Time in seconds it takes for the wing to be repaired/refit at a carrier.
base value - Amount of credits the wing costs in-game.
number - Unused. Except for know how many you have to wings.
cube_wing,cube_variant,"fighter2, bomber, mid",1,,3,3,BOX,6000,2500,4,FIGHTER,Heavy Fighter,10,5000,,,,,,,,,,,,,2
The cube_wing can be very found anywhere on each market, and this is a mid fighter2 who can also be bomber with the AI of a fighter
the ",,,,,,,,,,,,," is unused Return to: Modding