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Old 03-03-08, 08:52 AM   #9
CapnScurvy
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Join Date: Apr 2005
Location: Dayton, Ohio
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Quote:
Originally Posted by tater
Heheh. No, they don't. I can do this now, in fact. In Names.cfg you add new unit types. The ships appear, but they don't get a rec manual entry.

I have plans to use this It's in an old thread on adding ships in the mods forum.

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Life Raft
Type106=Survivor
Type107=Environmental


Add:
Type108=CargoEmpty
Type109=CargoLoaded

You'd have to clone the ships, make the changes, then explicitly add those types into the campaign, then.
I have a version of this in my latest 1.2 "manual Ship Centered, Accuracy Fix" mod. The little easter egg I put in uses one of the Iceberg files for inputting the candy into the game engine. Whoever saw an iceberg in the South Pacific military field of operations anyway? North yes, South no.
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