So, trying to be clear here, did a little research on the code. While new functioning systems do seem to not be viable from what I can see, I am not so sure that -new- systems that mimic the functions of existing ones can't be made. Here I REALLY wish there was a spoiler tag, because this might get a little long.
The shield system, copied out from the data, reads like this:
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<systemBlueprint name="shields">
<type>shields</type>
<title>Shields</title>
<desc>Powers your shields. Each additional barrier can block one shot.</desc>
<startPower>2</startPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>100</level> <!-- level 2 -->
<level>20</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>40</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>80</level> <!-- level 7 -->
<level>100</level> <!-- level 8 -->
<level>120</level> <!-- Imaginary level 9 -->
</upgradeCost>
<cost>125</cost>
</systemBlueprint>
The extremely relevant bit here is the
<type> part of the code. That, unless I am very mistaken, isn't located in the data file (at least not the bit I looked through) and is how the game interprets what a given system does when installed on the ship. If that is a correct assumption (I would PM someone to ask, but apparently can't? Instead, this post.) then it should be possible to do something to the effect of this:
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<systemBlueprint name="lightshields">
<type>shields</type>
<title>Light Shields</title>
<desc>Powers your shields. Each additional barrier can block one shot. Can't handle as much power as a heavier design could.</desc>
<startPower>2</startPower>
<maxPower>6</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>100</level> <!-- level 2 -->
<level>20</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>40</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>80</level> <!-- Imaginary level 7 -->
</upgradeCost>
<cost>125</cost>
</systemBlueprint>
With that second code, you would have a second, completely separate system that acts EXACTLY LIKE a shields system, but can only be upgraded to 6 bars (much like NewAgeOfPower was talking about) yet it can carry its own upgrade costs, store costs, store rarity, etc. independent of the Shields system.
As far as sorting out where they go on a given ship, the best I can really see would be to copy the Clone Bay model, or at least attempt to. Using the Kestrel's systems layout as a reference, I see this system layout:
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<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
<doors power="1" room="2" start="true" img="room_doors">
<slot>
<direction>up</direction>
<number>1</number>
</slot>
</doors>
<sensors power="1" room="3" start="true" img="room_sensors">
<slot>
<direction>down</direction>
<number>1</number>
</slot>
</sensors>
<medbay power="1" room="4" start="true" img="room_medbay"> <!-- F????-->
<slot>
<number>1</number>
</slot>
</clonebay>
<clonebay power="1" room="4" start="false"> <!-- T????-->
<slot>
<number>1</number>
</slot>
</clonebay>
<oxygen power="1" room="13" start="true" img="room_oxygen"/>
<shields power="2" room="5" start="true" img="room_shields"/>
<engines power="2" room="14" start="true" img="room_engines"/>
<weapons power="3" room="10" start="true" img="room_weapons"/>
<drones power="2" room="1" start="false"/> <!-- F-->
<teleporter power="1" room="15" start="false"/> <!-- F-->
<cloaking power="1" room="8" start="false" /> <!-- F-->
<battery power="1" room="11" start="false" img="room_battery"/> <!-- F-->
<mind power="1" room="7" start="false" img="room_mind"/> <!-- F-->
<hacking power="1" room="12" start="false" img="room_hacking"> <!-- F-->
<slot>
<direction>down</direction>
<number>0</number>
</slot>
</hacking>
</systemList>
Unfortunately, some parts of this have me a bit more stumped on my glance-over. Still, if I were to try to add the Light Shields system in to this, it would look a bit like this:
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<lightshields power="2" room="5" start="false" img="room_shields"/>
The part I can't quite get is the
<!-- F????--> and
<!-- T????--> tags, as well as the
<slot><number>1</number> </slot> bit located on both the Medbay and Clonebay entry. I can't shake the feeling that those are important, perhaps even critical, to how that works. Similarly, both the Medbay and Clonebay end with a
</clonebay> end tag, which may also be related to their interchangeable design.
Still, that's about the best I can really hope to derive from this after a few hours nosing around out of curiosity. Many apologies if I am wasting time (and pagespace. Gosh these get long fast....) pushing a subject that everyone else already knows the hard limits on.
and it is only now that i actually start looking around the forum and notice the dedicated Questions thread that is RIGHT THERE just a few posts away from the one I started asking questions in and derailing like a jerk