Read the stickies, there's two separate mod threads. One for general mods, the other for total conversions.
HMS_Edinburgh
I agree - a mix of fast and slow makes for some interesting strategic options. Tactically, I think it may be a waste, since all ships stop to duke it out anyway. The mix of speeds makes it difficult to control a mixed fleet, however. One thing I'd love to explore more is research prerequisites to capital ships. TEC is a great example of how it could really add flavor to the game. We know that the vast majority of their ships are converted civilian vessels. So perhaps starting the g
Ahhah. Yeah, find-in-file is nice if you know what you're looking for. Not quite as helpful if you're looking for something that does not exist in the first place. :P I started trying to find a way to fudge the effect I want. Basically, I want large movement zones, and scaled ship speed based on research. As you likely know, the problem with large system sizes is time - it gets annoying waiting for your capship to cross a single system. I thought, however, that such annoya
"Do you know what find in files is?" Yeah, but how does such help me in this case? "anyway "CapitalShipLinearMaxSpeedAdjustment" and "CapitalShipLinearThrustAdjustment" dosn't exist in the 1.05 refrence data. The only modifer type that I can find is the one already in the file." Okay, I think I'm starting to get an idea of what's holding me back. Example: "CapitalShipAngularThrustAdjustment" That's already in-game under the maneuvering thrusters research.
Okay, by this point I am sure you are all sick and tired of answering posts like this. "hwo do i increasez teh flet seizes?!", ect ect ad nauseum. Don't worry, my questions have little to do with fleet supply - I have successfully utilized the mystic and foreign abilities of the search function in that respect. However, my searching has not led me to an answer for my current vexation - the proper syntax to add to a research item that increases top speed and accel as well as t