A little of both actually. Im hoping to make refinery/trade have a larger role. Refinery as the only means resource gathering, and trade by making it increase fleet capacity. Im also attempting making commerce raiding a useful tactic but with the ships as the target. Since there are many neutral extractors to capture, but fewer planetary areas are colonizeable, the refineryships have to travel around and are vulnerable, espcially as you extend your reach. <p
pclark4422
TargetCountPerBank? I dont have that line is this for entrenchment?
Increasing the number of ships doesnt really have an effect as it just changes the amount of increase for each ship. Ex At a refinery rate of 1 and ten ships each ship will add .1. So no go there. What effect does alligence have on trade and refinery ships? And what about neutral reactors at locations that are uncolonizable such as gas giants and anomalies. As for the cargo capacity, what does the reserach 'cargo ship capacity' modify? It uses CargoShipCapaci
Im trying to make a few modifications to how the economy works but I havent been able to figure out the relationship between some various factors and income. In particular I cant figure out the relationship between cargo capacity and the increase in resources per second. I change the cargo capacity variable on the .entity file, but changing the amount 10x-1000x does not increase the income. Any insight into this would be appriciated. Another thing that Im try
Something Im toying with to help accomplish a similar goal is modifying shield mitigation. I am removing shields entirely and setting maxMitigation to varying amounts for different ships. Damage reduction decreases (as opposed to increases) as the ships take damage leading to shorter life spans of the ship. And extremely short life span once mitigation hits 0. Might be worth looking into rather than just base hull reduction. As for editing the HP
4. Im not so much worried about flak frigates, although they will occasionally go afterfrigates also. Im mostly concerned with putting the AA autocannons on my capitalships and cruisers for some strike craft defense. Increasing the rane of the main guns for ships is a quick and dirty solution, but if a light frigate wanders into range the autocannons will target it. That may be an effective solution for fighter craft though. Ill try it out.
Ive been trying to make some modifications to the game and have been running into some difficulty. Reverse engineering is only getting me so far and I have been unable to find central source of information (and the search on the forums doesnt seem to work). Any help in this area would be appriciated. Currently using files provided in Forge Tools 1.1 1. How to edit the number of squadrons a craft can carry. I cant seem to find the line in the capship or carrier file