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Custom Subroles?

 
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> Custom Subroles? Page: [1]
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Custom Subroles? - 8/7/2013 3:22:57 AM   
fishguy

 

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Joined: 7/15/2012
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Is it possible to add or create custom subroles and use them in ship designs?

Thanks,

Nate
Post #: 1
RE: Custom Subroles? - 8/7/2013 6:05:15 AM   
dostillevi

 

Posts: 215
Joined: 8/31/2012
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No, its not.

(in reply to fishguy)
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RE: Custom Subroles? - 8/7/2013 5:52:08 PM   
Fenrisfil

 

Posts: 189
Joined: 6/2/2013
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Although there isn't a lot stopping you from using each defined sub-role for a different purpose. It seems a lot of people have come up with creative uses for the escort class.

Some classes have restrictions but the main military ones (Escort, Frigate, Destroyer, Cruiser, Cap Ship) only require one weapon and troop transports only require one troop module, so you can pretty much use them however you wish. Word of caution though: If you put construction facilities on them, bases they build won't be tethered to the target planets. As you don't control civilian ships there is no way to change their role (even removing the luxury resource extractor on gas mining ships confuses them as they will still try and mine ice planets with no gas on).

You do get one custom base however as the "Starbase" design option is only used for those random abandoned bases you find around the galaxy.

(in reply to dostillevi)
Post #: 3
RE: Custom Subroles? - 8/8/2013 1:07:29 AM   
fishguy

 

Posts: 3
Joined: 7/15/2012
Status: offline
It's too bad that you can't mod that. After all, why should you use one label when you can make 100 labels that mean almost the same thing!?!

(in reply to Fenrisfil)
Post #: 4
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