Capital Ship NO LIMIT only.

I'm quite satisfied with how sins runs, but I have a small sexual organ and do like to compensate it with capital ships. lots and lots of them. preferrably the 2000 units divided by 50 cap per ship # of cap ships. 2000/50 capital ships. i have read through galaxyforge beginner, and silent's mod tutorial, but doesn't get to the part where fleet modifications are done. i've looked through the data, and can make no sense of it either. would anyone be able to assist? thank.
6,040 views 6 replies
Reply #1 Top
lol! I love your reasoning behind the mod.

To mod the number of cap ships do the following:

navigate to your info folder and find a cap ship file (ex: CAPITALSHIP_PHASESCOUT.entity)
find the following value: slotCount 50.000000

change it to whatever fleet amount cost you desire. (if you set it to 0 it will cost no fleet at all, only the cap ship cost per cap ship built.)

Reply #2 Top
What about the crew to fly the Cap ships? Only get 16 by default? What do you do to adjust that?
Reply #3 Top
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity

Find the lines:

researchModifier
modifierType "CapitalShipMaxSlots"
baseValue 1.000000
perLevelValue 1.000000

Change "perLevelValue" to whatever you want. You can do that in all the MAXCAPITALSHIPSPHASE (0-7). In the "0" file, you can also change the baseValue number to whatever you want (would be the easiest). This would be the amount of cap ships you can have before any research.

So if you put 50 in there, you'll start a game with 50 cap ship slots from the beginning. But you'd have to edit the supply slots.(RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity), otherwise you'll run out of space. Unless you reduce the slot cost of the capital ships, as Silverssa mentioned.
Reply #4 Top
What about the crew to fly the Cap ships? Only get 16 by default? What do you do to adjust that?
End of quote


Reply Number 5
Reply #5 Top
much thanks for the replies.