Mod for Fleet Sizes?

Just wondering if anyone knows of a simple mod that will boost the number of cap ships and logistics points that they could point me toward.
6,061 views 20 replies
Reply #1 Top
Can't think of one that does that alone off the top of my head, but you can do it yourself.

Search for and change the fleetSupplyData values in the gameplay.constants file. Then when you have the options for speed, pirates on/off, etc. before a game, you can change the fleet size to your liking.

If your gameplay.constants is in binary (Opens with letters all over the place) download the Forge Tools off of the downloads tab on the site.
Reply #2 Top
Would it be possible to decrease the 'tax' that's taken from your resources when you have large fleet supplies? It's a bit hindering early in the game when you're pushing units to fight.
Reply #3 Top
Both of these are actually doable by editing the appropriate research files. Capital ship and fleet supply (that's what you meant by "logistics points", I assume) are treated as research, so they have their own RESEARCHSUBJECT entities for each race and level. For example, TEC capital ship research will be called RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0 through MAXCAPITALSHIPSTECH7, and fleet supply would be RESEARCHSUBJECT_MAXSHIPSLOTSTECH0 through 7. The same holds for the other races.

Each of these files contains the increase in the number of fleet supply/capital ship crew supply points, as well as the upkeep. An example from the TEC first rank of fleet supply research:

researchModifier
modifierType "ShipMaxSlots"
baseValue 100.000000
perLevelValue 150.000000
researchModifier
modifierType "IncomePercLost"
baseValue 0.000000
perLevelValue 0.093750

Which says when you research it, you'll gain 150 fleet supply (you start the game at 100, which is the base, and you increase by 150), and it will eat 9.3750% of your income.

So you can modify either the entire research progression for fleet supply, or you can be lazy and just modify the last research to give however much you want.

Hope this helps :p

Edit: The fleet supply data only changes the scale when you select Low/Medium/High when starting a game. Low has a multiplier of .75 (so -25% fleet points), and High has a multiplier of 1.25 (+25%) by default.
Reply #4 Top
yes you can... there may be many ways to do this but heres one.

you can A. reduce the Tax or B. increase the cap. i suggest the later.

Gameinfo

File: RESEARCHSUBJECT_MAXSHIPSLOTSTECH0

this change would be fore "tech" you would have to change them all if you wanted the adjustment to be consistant.

MaxNumResearchLevels 1
priority 0.000000
researchBoolModifiers 0
researchFloatModifiers 3
researchModifier
modifierType "ShipMaxSlots"
baseValue 100.000000
perLevelValue 1500.000000 <------------ how many MORE slots you get, not total
researchModifier
modifierType "IncomePercLost"
baseValue 0.000000
perLevelValue 0.093750
researchModifier
modifierType "ShipMaxSlotLevel"
baseValue 0.000000
perLevelValue 1.000000

sample code from one of my mods, assuming you used this you would be able to have a large army with only 9% tax. i modded this for testing you may want to say triple the default so that you dont get swarmed by AI player fleets of insane sizes, me... i love the epic battles so i left them big and i see fights that are just insane. slower computers will likely lag out if you leave the # more than 3 times higher.
Reply #5 Top
lmao Annatar11 i was typing while you posted you hacker!
Reply #6 Top
 :LOL: 
Reply #7 Top
Whoops. Forgot all about those files...
Reply #8 Top
Yea I did some poking around the forge tool files and figured thats what I would have to do. Thanks for confirming that. Didn't want to go and change all those files then turn around and bump into a mod that had changed all those already.
Reply #9 Top
it would be hard to find a mod that simple but if you get stuck with this or anything else for that matter (open to all viewers) PM me and ill upload an example if im able to do it. All i would ever ask is that if you upload a mod with it drop me somewhere in the credits ;)

-Sin
Reply #10 Top
it would be hard to find a mod that simple but if you get stuck with this or anything else for that matter (open to all viewers) PM me and ill upload an example if im able to do it. All i would ever ask is that if you upload a mod with it drop me somewhere in the credits -Sin
End of quote


I think a lot of people would like a few simple mods !

My basic requirement is upping the capital ships and fleet sizes, and I'd be quite happy with a little mod for that for the time being. (I'm playing a big game, with 3 agrressive enemies. I have the high ground in terms of planets, so masses of spare cash and resources, but nothing to spend them on. One of them just hit me with everything they had, and it was only the repair facility that kept my capital ships alive, until I could get my reserve fleet in there. I beat them off, but it was a damn close thing. A second enemy is massing to do the same thing, and if anything, their fleet is bigger than the first one ! I could really use another 10 capital ships and 50 crusiers right about now !

I've downloaded the tools, but cant figure out what to do with the zip !

Would have been nice if someone had done this easy mod, just for newbies to the game who want a simple enhancement.

Reply #11 Top
I've downloaded the tools, but cant figure out what to do with the zip !
End of quote

Uhmm... unzip it. The unmodified files are in there, as well as a guide to making mods.

Would have been nice if someone had done this easy mod, just for newbies to the game who want a simple enhancement.
End of quote

Then you'd get everybody arguing over what amount to have for the sizes.
Reply #12 Top
Well my inclination is to just double the final fleet size and cap ships number and leave the rest alone.

But you cant please everyone. :) But such a small mod could be made in a half dozen variations and distributed in 1 pack, and people choose the one they want to use.

I did unzip the zip into sins directory in the end. (no reply on the tools thread).

The Developer program does not run in the directory its put in, but does if you manually copy it to the sins directory. Thats exactly the sort of thing that needs to be documented.

The mod guides do not include how to run the developer program and change things such as how many cap ships you get for each research. The guides are predominantly about ship models, which isnt my interest.
Reply #13 Top
An update of sorts. I've managed to do the upgrade of some basic stuff like number of capital ships and fleet size, and also a few tweaks like more fighters.

Still trying to get a bigger range for the orbital repair and the jump blocker.

If I can get it all to work ok, I'll release it as a mod.

But I'm noticing a definite lag now with so many extra fighters in the air, so will probably have to tweak the tweak a bit to get it stable.

Only doing TEC for now, but if it all works, then I'll do something similar for the other 2 in anyone is interested at that point.
Reply #14 Top
Still trying to get a bigger range for the orbital repair and the jump blocker.
End of quote


Each of those has a PLANETMODULE entity file, which lists the ability those modules use. Find the ability entity file that matches the name, and the range is in there ;)
Reply #15 Top
Got them, just cant find the field to change.

I thought it was minzoomdistancemulti, but nothing changed. Upped them from 2 to 15 and didnt make any distance so it would appear thats the wrong field.

Any idea the right feild to change ?

Edit : I was just reading earlier comments, and I wouldnt go with lowering the tax too much. The whole thing with this sort of modification is that it also changes any other TEC in the game, and could give them an unfair advantage. While it would be nice to have a lower tax rate, I've actually found that by the time I need the full sized fleet, I have more money than I know what to do with anyway, and increasing at 50+/sec so I really dont mind the tax rate.

In a smaller game, with more enemies, and a need to build more ships faster, reducing the tax rates is a necessary thing. But in large games, where you get consolidation time before any major fleet engagements, the tax rate isnt an issue as far as I can see, only the fleet sizes.

In the game I'm doing the mod for, I have 3 enemies, at 2 block points, and all 3 of them are massing to attack me. I've already repelled 2 major attacks with 6 capital ships and around 100 cruisers and frigates each, and the first time my 6 capital ships and 50 cruisers only survived because of my multiple repair platforms and me jumping in my reserve fleet at the last minute making them panic. I had the reserve fleet in place when the second attack arrived (different planet), so that was easier. But basically, all 3 enemies are hitting me with everything they have, and I am splitting my fleet 3 ways (2 blocking and one mobile reserve). Which is why I want 2 more fleets and making the existing ones larger. At least, I want 3 blocking fleets, and one raiding fleet, all capable of withstanding an enemy throwing everything they have at me.
Reply #16 Top
Range in the BuffHyperspaceDisruptionSpawner.entity file.
Reply #17 Top
What about the range for the repair platform ?

Thanks for that ! :)
Reply #18 Top
Ok, think I found it. I did a dir print ot a file and seached for repair. Found an ability file with a range in it. Hopefully thats it ! :)
Reply #19 Top
Note that each side has their own version of AbilityRepairPlatform.
Reply #20 Top
Noted :)

Took me a bit to figure out which was which, but I noticed that fairly early. Fortunately they did separate files for them too.

Edit : If anyone is interested in what I'm doing, I've started a thread on a Sins section added to my X3 forum, which if I start doing a number of mods for Sins, may need a revamp. :) Click Here.