Designate Flagship

Just a quick question:

As soon as i get my laptop back, I'ma mess around with modding, and I read a post where someone wanted to make a "Titan class supership"  That gave me the idea of haveing a super-ship as one of your capitols, but not built as a new capitol.

My question is, would it be possible to add a button in the ability points area near where you buy cap-ship levels, where you can spend an ungodly ammount of resources and time to modify that ship as your empire's ONE flagship, with like a 50% boost to everything from Hull and shields to its abilities?

Alternatively, would it be possible to simply raise the level cap from 10 to 15 and add extra levels to its abilities?

I know it'd be very difficult to tackle as my first mod, but I just wanna know if it's possible.

-Twilight Storm

4,752 views 8 replies
Reply #1 Top

Also, can the logistics/Tactical slots on a planet be upped so it's...say, doubled, or more?  (Thinking about a seperate mod where each players has one Terran home, and nothing else.  Well, maybe a random roid or two thrown in to fight over, but that's seperate.)

-Twilight Storm

Reply #2 Top

I do know how to do the tactical/logistical slot thing- I did it myself. Here. You look for PlanetTerranHome.entity

THen you go into it and find these codes:

 

    path:CivilianModules
        stageCount 3
        stage
            price
                credits 0.000000
                metal 0.000000
                crystal 0.000000
            upgradeTime 0.000000
            maxModuleSlotCount:Civilian 12.000000
            maxModuleConstructorCount 0
        stage
            price
                credits 450.000000
                metal 150.000000
                crystal 75.000000
            upgradeTime 45.000000
            maxModuleSlotCount:Civilian 28.000000
            maxModuleConstructorCount 1
        stage
            price
                credits 550.000000
                metal 175.000000
                crystal 125.000000
            upgradeTime 60.000000
            maxModuleSlotCount:Civilian 40.000000
            maxModuleConstructorCount 1
    path:TacticalModules
        stageCount 3
        stage
            price
                credits 0.000000
                metal 0.000000
                crystal 0.000000
            upgradeTime 0.000000
            maxModuleSlotCount:Tactical 15.000000
            maxModuleConstructorCount 1
        stage
            price
                credits 450.000000
                metal 150.000000
                crystal 75.000000
            upgradeTime 45.000000
            maxModuleSlotCount:Tactical 25.000000
            maxModuleConstructorCount 2
        stage
            price
                credits 550.000000
                metal 175.000000
                crystal 125.000000
            upgradeTime 60.000000
            maxModuleSlotCount:Tactical 35.000000
            maxModuleConstructorCount 3

 

 

 

You can change the values at will ;)

 

Still workin' on figuring out the ship things- but this is my modified version of terranhome. The values changed equal, exactly, to the Desert Planet.

Reply #3 Top

Awesome.  So there's no limit to the number I can add to a planet then?

-Twilight Storm

Reply #4 Top

Quoting Twilight_Storm, reply 7
Balance...right/  Forgot about that.

I'll do one for each faction.  Last off-topic question:  Can I add weapons through research?  (Like have it be LF/Carrier, then add Flak and LRF later through researches?)

-Twilight Storm
End of Twilight_Storm's quote
Quoting DareArkin, reply 8
So far I don't think you can have it enable weapons like that. I know you can do ABILITIES- so maybe if you gave it the flak cannon of the KOL and made it so that you have to research it or the gauss cannon- but other than that I'm pretty sure you can't.

 
End of DareArkin's quote

Thought I'd move this to my own thread so I'm not a derailer. and you already posted here.

That may work, if I can possibly make the ability cost 0 antimatter, with a...5-10 sec cooldown?

IDK.  Good way around it at any rate, even if I must make it cost 1.  Probably use missile barrage or cluster warheads instead of GRG tho.

-Twilight Storm

-Twilight Storm

Reply #5 Top

Correct- you can add unlimited to a planet. I don't recommend doing that to tactical- the AI goes totally insane- the numbers of tactical structures can crash the game

Reply #6 Top

Yeah, I MIGHT go to 50 tactical, since I plan on doing just the 1 planet per player and a couple random asteroids thrown in.  (Like 3 for a 10 person game, to give eveyone something to fight over.)  Is there a way to increase mines too?  Like from 150 to 300?

(Sorry bout the chain-questioning...I'd be asking about half of this if I had my laptop back...)

-Twilight Storm

Reply #7 Top

twilightstorm, the space mines limit ALSO is in the planet entity, as is the starbase limit, and the mining riods limits

harpo

Reply #8 Top

Excellent.  Okay, I'ma stop asking questions till tuesday, this seems like stuff that'll be obvious once I can look in the files.

thx, everyone!

-Twilight Storm