REAL Quick Question on increasing Supply Cap Ships allowed

Modifying Capitol Ship and Supply cound allowed

Can someone tell me if and what files you edit to increase the number of allowed Capitol Ships and amount of Supply per interval?

Playing a single player game with 5 stars and 1,200+ planets and the default just isn't enough for a game this large....been playing for a couple days not and already have maxed everything out....

Thank you for the help

9,346 views 15 replies
Reply #1 Top
Well, you can only increase the command point by so much, and the caps you can increase as much as you want. Now the files you are looking for start with maxcapitol(racename) and maxshipslot(racename), now if you want to be able to use a lot of cap ships you will want to go into the capitol(racename)(ship) and change the command point cost from like 50 to 25 or what ever you want. you can also do the same for the frigs and cruise but you have to go threw and edit each ship command point cost. If you want check out my mod, IU made it to where you can have 40 caps. Will be changing that a bit on the next release.
Reply #3 Top
Thank you Uzii, That will prolly help him much more then my useless rambling, he and I learned something new, like where to change the maxshipslots.
Reply #4 Top
Actually, that's outdated ;) - the new gameplay.constants does not have a line for maxShipSlots, it was removed since it would've been a hassle with the new fleet size option.

So now it's completely based on the research topics (and of course the individual ship fp costs).
Reply #5 Top
The one tutorial I've done, and probably the most linked to. This comes up quite often, as you can tell by what I said in the linked thread ;) Glad to help

Edit: Well, there you go, we all learned something from this thread :D
Reply #6 Top
I use that line now whenever people ask why their game keeps auto-ending when it loads. "Do you have maxshipslots 2300 in your gameplay.constants?" "Yep" "Okay, get the 1.03 one!" :P
Reply #7 Top
Once 1.04 comes out I will redo my m od for it but I ran into to many probs with 1.03's AI.
Reply #8 Top
Thank you all for the reply....only had the game about a week...LOVE it and would love to get into some of the Mod stuff....

I noticed in the Forge Tools Beta Documentation there is a JPG of some development tool used for creating stuff but the EXE/Tool doesn't seem to be in the Zip file downloaded.

Are there any development tools like that in the manual for public download??
Reply #9 Top
One other question.....given I have already started and saved the game I assume in the SAVE or STATS file this current data or base data is saved somewhere?

Is there some text I can look for in 1 of these files and edit the Hex, resave, and load the game to increase this data....or do I have to restart everything?
Reply #10 Top
As far as I know, nobody's been successful at editing saves to change any data :P
Reply #11 Top
What the hell is a save?

You mean people don't play 10 hours straight? What a bunch of wussies. :)
Reply #12 Top
What the hell is a save?You mean people don't play 10 hours straight? What a bunch of wussies.
End of quote


/signed.
Reply #13 Top
What the hell is a save?You mean people don't play 10 hours straight? What a bunch of wussies.
End of quote


yeah, um the first game I played after buying was a 27 hour game, that was fun.
Reply #14 Top
Worked GREAT...Actually you only need to change any 1 of the files Base numbers....then it kicks in at that level...files 0 and 1 were in BIN...don't know the BIN format used so I edited file number 2 which was in text changing the line below.

researchFloatModifiers 3
researchModifier
modifierType "ShipMaxSlots"
baseValue 2000.000000
perLevelValue 750.000000

Alson note any saved gaves which run through that level get this data as well....my previous saved game with 27 supply left ends up with 2027 when I restart and load the game.
Reply #15 Top
You have to save the game every 10 minutes due to the mini dumps and C++ runtime errors when trying to open a function....not sure what the function is without the PDB file....  :CONGRAT: 

005EB6F7 mov esp,dword ptr [ebp-18h]
005EB6FA mov dword ptr [ebp-4],0FFFFFFFEh
005EB701 mov eax,0FFh
005EB706 call 005EF645
005EB70B ret
005EB70C call 005F4DFA
005EB711 jmp 005EB52D
005EB716 push ebp
005EB717 mov ebp,esp
005EB719 sub esp,328h
005EB71F mov dword ptr ds:[006C16C8h],eax
005EB724 mov dword ptr ds:[6C16C4h],ecx
005EB72A mov dword ptr ds:[6C16C0h],edx


As a programmer the Runtime errors are poor error trapping in the programming in that there is no check for an exception occurring....not a good thing at all!!