Is it possible to have StarBases gain exp/levels?

    Capital ships have large crews and don't die quickly, and so they have a chance to learn from mistakes as well as the crew going from rookie to veteran.  This is the Lore part of the reason Cap ships gain Levels.

   StarBases seem to also fall under this catagory as well.  I was wondering is it was possible to Mod the starbases so as to allow them to gain Exp and therefore Levels.  As to the benefits of the levels, I would say the usual increase to Hull, Shields, Weapon damage, as well as perhaps increasing the number of slots available to the higher lev starbase.

    As I am not a Modder, (no experience in that direction) just a player who is dismayed at the loss of exp due to the enemy trying (unsuccessfully) to take out my SBs.  I don't like having to keep a Cap ship in the well just so I don't "lose" the potential exp as that decreases my assault force.

 

Rezulin

11,821 views 20 replies
Reply #1 Top

answer is no. and also, what do you think "upgrading" them is? its essentialy the same thing, be it a bit more expencive.

Reply #2 Top

St Cobalt,

                  Is it possible to have one of the upgrade abilities also change the infocard? If so We could "Manually" list a level in the infocard for that ability, say second level shields adds an infocard entry of Level 2 from the String folder?

I'm just pulling this off the top of my head, so im probably missing something somewhere, but it just hit me when i read the main post. What do you think? I can look as well and see if i can see anything that "might" work, but i may fall on my face here, haha, well... wouldnt be the first time.  :)  But it would be fun to find something that might do the trick!

-Teal

 

 

Reply #3 Top

well a starbase uses a modular aproach to upgrading, unlike capital ships "automatic" upgrading, you spend cash to boost it. as far as updating strings when you add new parts on to it, thats also not possible. the only thing you could do is change color of textures or change meshes. you could "paint" the number on if you felt inclined to lol.

Reply #4 Top

  If the main issue is the increased numbers in Hull, Shields, and Weapon damage, then I say don't worry about that part and just add the part about adding extra slots (available, will still have to be purchased) as the SB goes up in levels.  I don't remember if SBs even have 18 slots to purchase, so perhaps every 2 levels an additional slot becomes available.

  -Rezulin

Reply #5 Top

how a starbase works is you get so many upgrade points (8 is default, you can mod this to be higher or lower) in which you can purchase upgrades. now going beyond that, you hace "mesh" upgrades which change as you purchase starbase upgrades. (each starbase upgrade has its own .entity file detailing what is added, changed, etc.).  the number of total starbase upgrades can be set in the main file but can not be changed dynamicaly in game.

Reply #6 Top

   Alright, Alright, I'll concede the point and stop pushing for SBs to gain Levels.  As I sated before, I am not a modder, but I will accept the word of one who is.  (still sucks though)

 

  -Rezulin

Reply #7 Top

ya. there are many brick walls that you have to get creative to get around. the SB was just added in entrenchment and was ment to be more of a static defence in which you pay to upgrade rather than level through experiance. it is a pitty that in most cases you can not add experiance levels as well as make more things level that way, however at the same time it reduces the micro management a lot and balances out the game a nice bit as well (because a pure level 10 fleet would be dam near impossible to kill without something equivilent id strength and level)

Reply #8 Top

What about the line about HasLevels setting it to true? and then use basically the lines of code found in the capital ship about when gaining levels?

Reply #9 Top

capital ship levels are hardcoaded. the only work for capital ships and nothing elce. not sure what had levels setting does but there is no template for what goes there. keep in mind that the structure of the .entities are defined by what entityType the file is.

Reply #10 Top

I know absolutely nothing about moding, but couldn’t you just change the type of entity (I am assuming this means the class of ship). I don't know if this would work, but I'm just brainstorming.

 

if all else fails read the instruction manual :cylon:

 

Reply #11 Top

   Out of Curiosity, can anyone point me to a Mod that put the slots available to the various SBs up to max?  Or, failing that, at least a few more slots?

 

 Must have more Powerful SBs!!

 

-Rezulin

Reply #12 Top

rezulin, I found it quite easy to do the exact mod you requested I will outline the steps needed

1 get/create a set of reference files for entrenchment

2 create a new folder in the mods-entrenchment v1.02 folder and name it something like "sb increase"

3 copy the program files\sins\entrenchment\entity.manifest into the new folder

4 from the reference set copy the starbase*.entity files to the new folder

5 open in notepad or similar PLAIN TEXT editor each of the starbase*.entity files

6 in each of the files look for a line containing 'maxUpgradeLevelCount' with a number at the end

7 change the number to what ever you want

8 save the file

9 start entrenchment  click on options then click on mods you should see in the lefthand panel your new folder as a mod click on it then click on enable mod then click on apply.

10 play a new game of entrenchment to test the mod

if you completed this quick course, CONGRATULATIONS you are now a beginning modder

harpo

 

Reply #13 Top

Quoting harpo99999, reply 12
rezulin, I found it quite easy to do the exact mod you requested I will outline the steps needed

1 get/create a set of reference files for entrenchment

2 create a new folder in the mods-entrenchment v1.02 folder and name it something like "sb increase"

3 copy the program files\sins\entrenchment\entity.manifest into the new folder

4 from the reference set copy the starbase*.entity files to the new folder

5 open in notepad or similar PLAIN TEXT editor each of the starbase*.entity files

6 in each of the files look for a line containing 'maxUpgradeLevelCount' with a number at the end

7 change the number to what ever you want

8 save the file

9 start entrenchment  click on options then click on mods you should see in the lefthand panel your new folder as a mod click on it then click on enable mod then click on apply.

10 play a new game of entrenchment to test the mod

if you completed this quick course, CONGRATULATIONS you are now a beginning modder

harpo

 
End of harpo99999's quote

 i do believe he ment as is cap ship leveling. not upgrading. so you essentialy missed the point.

Reply #14 Top

I think the OP was for leveling starbases, but reply #11 was asking for a mod that had increased the number of upgrades that could be paid for ie being able to use all of the upgrades for starbases, which is why I gave the instructions

harpo

 

Reply #15 Top

ah. my bad.

Reply #16 Top

And I very much apreciate the information harpo!!  Thanks a bunch!

just one question, I understood all the required steps, except I am a little stumped on #1.  Where might I find the reference files?

 

-Rezulin

Reply #17 Top

you could either use the convertdata*.exe's to convert all of your entrenchment entity files or you could download  my un-offical reference sets from here

harpo

 

Reply #18 Top

If you wanna add levels for starbases just make them capitalships with the proper meshes, no or limited speed/acceleration. You can made only four developing abilities with levels like former block upgrades and one passive ability maybe with research prerequisite (aux. gov or something), you don't need hangar block, 'cause it is default on capitals... so after all your loss is only 2 upg. possibilities, and in exchange for it you get starbase with experience points and levels

If you sharp enough I think you can make the abilities or buffs to take the upgrade blocks' meshes on the correct places, right now I don't see how does the UpgradeType work in EntityModifierType or something like that, maybe someone smarter than me could do this part :)

Reply #19 Top

   Success!  Thanks Harpo!  However, not in the exact way you mentioned because I have another Mod I like using (Mad Scientist's Mod) and when combining the 2 I got a mini dump, or it failed to function.  So, I scrapped what I was doing and altered the other Mod (modded the Mod?) and was able to set each of the SB's to their max possible slots.  17 for Argonev, 19 for Orkullus (sp?) and 20 for the Trancendia.

    Still would have liked the SB to gain levels and that to be the way to increase the slot max, but I will accept what I have.  It will make for some Horrendous SBs though, if you can afford it.

 

  Have another question about the Phase Stabilizer Array that the Orkullus has.  Is it possible to make it an always on kind of thing like the Phase Stabilizer?  I'm not sure if this was because of a coding issue, or because of Lore or what, but making it a click power made its usefulness drop significantly.

  -Rezulin

Reply #20 Top

Quoting Rezulin, reply 19
   Success!  Thanks Harpo!  However, not in the exact way you mentioned because I have another Mod I like using (Mad Scientist's Mod) and when combining the 2 I got a mini dump, or it failed to function.  So, I scrapped what I was doing and altered the other Mod (modded the Mod?) and was able to set each of the SB's to their max possible slots.  17 for Argonev, 19 for Orkullus (sp?) and 20 for the Trancendia.

    Still would have liked the SB to gain levels and that to be the way to increase the slot max, but I will accept what I have.  It will make for some Horrendous SBs though, if you can afford it.

 

  Have another question about the Phase Stabilizer Array that the Orkullus has.  Is it possible to make it an always on kind of thing like the Phase Stabilizer?  I'm not sure if this was because of a coding issue, or because of Lore or what, but making it a click power made its usefulness drop significantly.

  -Rezulin
End of Rezulin's quote

 

You should be! You might have to remove the old phase stabilizer array ability that was there (to make room) but it should be a relitively simple change. Look at the phase stabilizer entity and any abilities/buffs mentioned there to find out what you have to change.