Capital Ship - Incress the Crew required to build not Fleet cost.

Ok I have searched through all the files and I can't find one that dose what I want.    I would like to increase the Crew cost on certan Capital Ships.   So a player will not be able to pick them from the start. 

Im affrade it will be in the not available entityType file. 

Any help?

Thanks    
7,589 views 9 replies
Reply #1 Top
Erm, I don't think this can be done, well, not that I'm aware of. But won't it be easier to adjust the research Logistic levels, so you start on zero Capital crews, then after upgrading you gain another?

Link to editing Capital Ship population
Reply #2 Top
I think it's possible. You can edit the RS_MaxShipSlots[race]0 files for each race. Just make the base value less and nobody should be able to have enough fleet cap to make capitalships at start of the game. Not sure if you have to change the perLevel upgrade as it's 150%, meaning base of 100 x 1.5 = 150 starting cap. so play around, see what you get. Anyway, that's where I'll start with your idea.
Reply #3 Top
Thanks Uzii, I'll try that,

There is just some stuff that I wish was in a easy place to change.

Was hoping that it was possible so only one or two of the capital ships were available from the beginning.

But Thanks again Uzii
Reply #4 Top
I think it's possible. You can edit the RS_MaxShipSlots[race]0 files for each race. Just make the base value less and nobody should be able to have enough fleet cap to make capitalships at start of the game. Not sure if you have to change the perLevel upgrade as it's 150%, meaning base of 100 x 1.5 = 150 starting cap. so play around, see what you get. Anyway, that's where I'll start with your idea.
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What? What are you talking about sir? What my good man Kilsonx said can't be done, it appears that every capital ship will always cost one Crew point. So the only way to implement what he said, would be to do what I said, and what you unnecessarily repeated in the first half of your post.

The second half of your post is just incoherent. 150% of what? Each level of the Fleet Supply, if thats what you are talking about, can be altered. You could have it start at 1, then jump up to 1,000 for the first level, then 1,001 for the next. Every level can be different. Although I fail to see the link between this and the Capital ship crews Kilsonx is talking about.


And Kilsonx, hey, no problem, I hope you can use that post to achieve the effect you want. Good luck, and any other problems don't hesitate to post. :D
Reply #5 Top
Erm, I don't think this can be done, well, not that I'm aware of. But won't it be easier to adjust the research Logistic levels, so you start on zero Capital crews, then after upgrading you gain another? Link to editing Capital Ship population
End of quote




I think a more realistic approach would be to make the cap with research prerequisites.....


Try making the research maxcapitalships.entity level "x" a prerequisite...And while your at it, make the captital shipyard have 2-3 prereq's before it can be constructed....those will both slow down production for a while...




As
Reply #6 Top
AsmodaiX

What Im trying to do have diffrent quality of capital ship for a race

Capital Class - Crew Cost # note this is just to illustrate what Im talking about
Battleship 1
Fleet Carrier 1
Dreadnought 3
Super Dreadnought 5
Fleet Flag 10

So at the start the player could build the Battle ship or the Fleet Carrier, but would not be able to build the Dreadnought or higher class capital ships.

Why the Crew Cost is not part of the Capital ships file I don't know. . Wish it was

Thanks to every one who replied
Reply #7 Top
I know its not what you want, but you could change the fleet supply. Really pump it up for the high end stuff, talking 300, or 400 maybe. Same kind of thing, but a slightly poor mans ways of doing it. Best I can think of.
Reply #8 Top
Lol well great minds think alike, it works but its not exactly what I want. .

Thanks Uzii
Reply #9 Top
AsmodaiX What Im trying to do have diffrent quality of capital ship for a race Capital Class - Crew Cost # note this is just to illustrate what Im talking about Battleship 1 Fleet Carrier 1Dreadnought 3Super Dreadnought 5 Fleet Flag 10 So at the start the player could build the Battle ship or the Fleet Carrier, but would not be able to build the Dreadnought or higher class capital ships. Why the Crew Cost is not part of the Capital ships file I don't know. . Wish it was Thanks to every one who replied
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O.K. You could still make research a requirement, thus limiting the availability of any ship to whatever you want it to be.

So in your example above, do not change anything for battleship or carrier, but add a research requirement (insert: whatever research you want) to allow access to that ship....Dreadnought requires you to have researched :" Fortified Superstructure...."


This would allow you to limit the access of the ship in question, and you could still require higher crew #'s for that ship as well....a win win situation, and you would achieve pretty much what you were looking for.



As