I did have someone email me with some questions. He ran into problems with typos and Excel doing strange things to the file (like tabbing in places you don't want it to). This is another reason to keep plenty of backups. Another issue is the game won't always load the modified specs in a new campaign. I've seen that since I first started editing the specs, but still haven't determined what causes it. He found success by switching races from one campaign to the next to clear things out. Perhaps the campaign creation process is "remembering" previous specs and not checking for new ones unless you change races. I find that odd, if true. Either way, try changing your campaign race or difficulty level to get the ships to appear before you go searching for typos or errors in the file.
ok so is anyone working on this issue for the upcoming patch?
37) Mixing of Tech Between races now no longer allowed by default.
in public beta, trying to add HP or weapon of a different race (including cloak) to 1 specific ship will make the game dump the ship model and list it in the invalidships.txt.
You can have mixed tech in Conquest, storyline solo, or D3 campaigns, but NOT in GSA/skirmish games, as far as I can guess based on what Dave Ferrell has said in the past.
So, you'll be able to mix tech for campaigns, but no more cloaking Defiants on GSA.
As far as the mod tutorial goes, the steps are the same. You just need to find the right .gf file setting to change for campaigns.
For anyone who needs a little help learning how to modify the ship specs for SFC3, the SFCX site is now hosting "Engineering 402: Starship Design and Production" by yours truly. The tutorial is in PDF format, and zipped for easy download.
The tutorial runs through the basics of modifying existing ships and creating new ones. It teaches the basics by walking you through each step. The latter half of the tutorial helps you create a cloaking USS Defiant for single-player use.
Remember, if you edit any of the game files, including these ship specs, you may have problems playing the game in multiplayer modes. Please save backups of the original files, and be aware that you will need to swap your modified files and the default ones whenever going back and forth between mod play and multiplayer.
The same techniques will work for anyone hosting a server who wants to use a custom set of ship specs. However, if you modify the DefaultCore.txt, players who want to join your campaign will have to download the file.
Included in the zip download are the two finished spec files you should end up with after completing the latter part of the tutorial. Feel free to compare your files with these if you get stuck.
If anyone needs to review the old Taldren forum topic replies, here's the thread.
I did have someone email me with some questions. He ran into problems with typos and Excel doing strange things to the file (like tabbing in places you don't want it to). This is another reason to keep plenty of backups. Another issue is the game won't always load the modified specs in a new campaign. I've seen that since I first started editing the specs, but still haven't determined what causes it. He found success by switching races from one campaign to the next to clear things out. Perhaps the campaign creation process is "remembering" previous specs and not checking for new ones unless you change races. I find that odd, if true. Either way, try changing your campaign race or difficulty level to get the ships to appear before you go searching for typos or errors in the file.