Could Anyone Please Tell me How To Mod all this?

Hi all, new here.

1. Please anyone show me how to add this nice building to all race (ingame default race)

    but disable the dark armada (returning fleet) for Vasari?

2. How to modified per map basis pirate raid forces not the pirate raid severity

    and make the time pirate raid become 5 minute and 1 minute pre-warning

    I have read the other post but that's for global pirate raid.

3. Can I buy the level of capital ship to full level?

4. How to cut half the build time for structures by modding?

    Which I mean normal build time 30 sec to 15 sec

5. Can I make the ship travel faster?

    than the ingame speed "faster ship travel"

    it take years to travel between planet A to Z

6. Could I increase the ship's travel speed within gravity well? 

7. How to Increase Refinery's/Refinery Ship's Income?

    and the trade ship's income too?

8. How to make 99999 fleet supply by modding?

any help greatly appreciated, thanks.

FrostyHeat

13,386 views 17 replies
Reply #1 Top

Hi there, I too am rather new to modding (still trying to figure out how the heck to get capital ships over level 10), but I should be able to answer most of these questions :)

1.)I'm not sure exactly what you're referring to here, but I assume the Vasari's "Phase Gate"? If so, the quickest and easiest way to do this would be to open each races "Player_.entity" file, add 1 to the planetModuleInfo..Page:1..Count, and add "entityDefName "PLANETMODULE_PHASEORBITALPHASEGATE"... You'll also have to figure out what to do about the research prereq. Either remove it from all the PhaseGate.entity files , or add this research to the other races as well. If you want to remove the "summon fleet" ability for the other two races, just don't include the research for it :)

2.)you can change many aspects regarding pirate raids from the "Gameplay.constants" file.  Just search in the file for "pirateRaidDef" and "buildSpeedData-Slow". Everything between those two search results deals with pirate stuff... This of course would not be a "per-map-basis", but would affect all maps. You could increase the pirate threat on a per-map-basis I guess by adding more pirate bases :)   Other than those 2 methods though, I have no idea

3.)Yes.  All three races have a "capital ship purchasable level" research that caps out at 2 or 3 (can't remember as I've changed all mine to 8).  Just either change these to 8 like I did, or make the "per level bonus" a higher number to get to 10 by the lower cap.  Also, take a look at the gameplay.constants file at what is typed after "upgradePriceForNextLevel" which shows up 10 times (one for each "ExperienceLevelData"). Make sure the numbers are set to what you want them to be. The file by default does have numbers set for each but they make no sense at the higher levels.

4.)2 ways (1 quick and easy, the other a not so much). The slow way is to edit every "PlanetModule_Whatever.entity" file and cut the "BuildTime" in half.  A faster way is to change the "Gameplay.constants" file.  Just change the "moduleBuildRateGameSpeedScalar" value (on the speed you usually play of course or all 3 if you want no variance) to 1.00 (that should be 2x as fast, but the answer might be .50 for .5x as slow...not sure which one is right, but the default for "slow" games is 0.00, and for "fast" games is .20)

5.)To change this just load up whichever race's PlayerWhichever.entity file, and look at the entries between "hyperspaceData"  and  "shieldData".  Those are all the entries that affect hyperspace.  Increase to go faster :)

6.) By this I assume you mean just their normal travel speed (I believe they call this "subspace"?). If so, you can change this on a ship-by-ship basis by loading up all the different WhicheverRacesWhateverShip.entity files and changing the values for the following entries found in all those files: 

maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000                       This example was copied from FrigatePhaseLight.entity    This means it is a FRIGATE belonging to the PHASE race (Vasari, PSI is advent, and TECH is Tec), and it is the LIGHT variety frigate.

7.)to increase those incomes, load up each races trade and refinery frigate .entity files, and increase the number after "maxCargoCapacity" (example: FrigatePhaseTradeShip.entity is the tradeship frigate spawned by the Phase races Trade ports.) The number of frigates spawned per port/refiner is determined by the port/refineries Planetmodule.entity file, and increasing this also boosts income...this method however also negatively affects performance as you'll have a lot more little ships flying around for the computer to think about :)

8.)Just load up the fleet capacity research for whichever race you want to change for the stage you wish to achieve this at, and change the "Perlevelvalue" to be whatever you want that research level to add

Example: open "RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity", and make the below change

researchModifier
 modifierType "ShipMaxSlots"
 baseValue 100.000000
 perLevelValue 100.000000 -----> 90000.000000

This will cause any Phase (vasari) player to increase their fleet capacity from 100 to 90100 by learning the very first fleet capacity research. All the rest will still increase fleet capacity by their respective (puny) amounts, so no further edity needed... I'm not sure about this, but I believe that if you make "baseValue" be 90K instead in this file, then you won't have to research at all for that much.

 

Hopefully this helps you out!

Reply #2 Top

Just a heads up on some of these mods you want to do...

It isn't that wise to make a fleet cap of over 10,000 unless you have an extremely powerful computer.  The fleet cap at 2,000 may seem a bit restricting (especially on large maps) but I believe the developers thought that most people's computers would be capable of supporting that much.

As for actually modifying it though, you need to go into the gameinfo file and modify the tech's for each and every race on every single upgrade to make it so you have more fleet space.  I'd also recommend modifying the upkeep, what's the point of having a the potential of a huge army if your upkeep is taking up a fair amount of your income? :P  Some call it cheating, I call it starving my soldiers ;)

As for getting rid of some of the other stuff like the DA, I think if you simply remove the file from the gameinfo it should be gnoe, but i'm not sure if it will cause any tech tree errors.

Reply #3 Top

Thanks for the help

1.   But could anyone please tell me how each of the following works?

 maxAccelerationLinear 200.000000
 maxAccelerationStrafe 10.000000
 maxDecelerationLinear 500.000000
 maxAccelerationAngular 3.300000
 maxDecelerationAngular 9.999996
 maxSpeedLinear 800.000000   

2.  And do I need to activate modified file each time start the game?

3.  How to increase more pirate? so that in one raid pirate a alot.

4.  How to add the research prereq "PLANETMODULE_PHASEORBITALPHASEGATE" to all race?
    
FrostyHeat

 

Reply #4 Top

1) Not sure but overall I would say

AccelerationLinear = 200 means itll take 4 secs to reahc top speed

AccStrafe = Acceleration that I dont know.

Decelaration linear = Speed to get to a halt so itll take 5/8 th of a second to stop (the time is approx)!

Acc/DecelarionAngular = Acc/Decel gain/loss while turning

max speed = overall top speed of the vessel

2) YES unless you mod DIRECTLY in the sins ORIGINAL files in which case itll automatically load since itll become the core files.

3) Gameplay.constant in the gameinfo folder...almost at the bottom of the file!

4) simply open up each playerPhase/Tec/Psi. entities and add +1 tot he research count and add the research tab!

BE AWARE THOUGH that the location of the tec in the research tab must not enter in ANY conflict with other tecs or it will cause a crash. + Youll have to add the phase gate to all races in order to use it once activated!

 

VOILA!

-ShadowMastiff2468- 

 

Reply #5 Top

Question pops up

Was wondering if any of this crash the game

1. Does too fast recovery of hull/shield/antimatter crash the client?  (refering to capital ship)

2. Too much squadron on single capital ship, eg: 40 squadron or something like 100, crash games?

3. Or a too fast pirate raid like 5~6 min each raid crash the game?

FrostyHeat

Reply #6 Top

Number two might through the sheer number of ships there...

 

:fox:

Reply #7 Top

Quoting Kitkun, reply 6
Number two might through the sheer number of ships there...

 


End of Kitkun's quote

Erm you mean like that's the cause of it?  too much of them?

The other 2 does not cause crash?

FrostyHeat

Reply #8 Top

Really depends on a bunch of stuff. Such as how much your computer can handle, and what value you set those regen rates to.

Although, if you have too many units - pirates, strikecraft, or otherwise - the computer will run out of memory and crash.

 

:fox:

Reply #9 Top

1. No my pc could handle with 9 unfair ai with full fleet so that's no it, at least I guess.  could be squadron? = crash?

2. Regen rate 100~300 crashes the game?

3. This is what I have got in one of the capital ship   (Phase battleship) hasn't touch any other entry except for entry

    over here.

basePrice
 credits 300.000000
 metal 40.000000
 crystal 20.000000
slotCount 5.000000
BuildTime 10.000000
MaxHullPoints
 StartValue 26500.000000
 ValueIncreasePerLevel 1150.000000
MaxShieldPoints
 StartValue 14250.000000
 ValueIncreasePerLevel 1650.000000
HullPointRestoreRate
 StartValue 150.000000
 ValueIncreasePerLevel 100.000000
ShieldPointRestoreRate
 StartValue 300.000000
 ValueIncreasePerLevel 200.000000
ArmorPointsFromExperience
 StartValue 50.000000
 ValueIncreasePerLevel 40.000000
maxMitigation
 StartValue 0.65
 ValueIncreasePerLevel 0.90000
MaxAntiMatter
 StartValue 22500.000000
 ValueIncreasePerLevel 2000.000000
AntiMatterRestoreRate
 StartValue 75.000000
 ValueIncreasePerLevel 80.000000
CultureProtectRate
 StartValue 0.500000
 ValueIncreasePerLevel 0.500000

CommandPoints
 StartValue 10.000000
 ValueIncreasePerLevel 2.000000
weaponCooldownDecreasePerc
 StartValue 5.000000
 ValueIncreasePerLevel 1.000000
weaponDamageIncreasePerc
 StartValue 5.000000
 ValueIncreasePerLevel 0.500000

Reply #10 Top

Your ship is massively OVERPOWERED

Less expensive than a frigate and capable of taking a starbase one on one! NOT GOOD!

Reply #11 Top

Hmm if I had to guess what in that file might cause a crash, I'd pick one of these three:

maxMitigation      ----- This is a percentage off the damage dealt.... 100% (1.000000) means you take 0 damage..period.. At level 2 you'd have 1.55 or 155% damage reduced.... That might give the computer logic issues
 StartValue 0.65
 ValueIncreasePerLevel 0.90000


CultureProtectRate      ----- not sure if this is treated in game as a percentage or not.  If so, it's probably not good to go over 100 either (just like maxMitigation
 StartValue 0.500000
 ValueIncreasePerLevel 0.500000


weaponCooldownDecreasePerc

 StartValue 5.000000
 ValueIncreasePerLevel 1.000000

---- again, we have another percentage.  Just to illustrate how the game gets finicky with percentages; I once changed the TECs Rebellion Culture Researth to go to level 5 instead of 2 (each rank gives it +100% rebellion forces strength).  I was playing a game as Advent, and an Unfair AI was TEC.  I was about 2 hours into a map, and BOOM crash. The game kept crashing at the exact same point in time every time I'd load my latest save.... By creating a recording of the last 5 playable minutes and switching between the different AI Players, I was able to see that it was crashing right as the TEC AI was completing the research from level 3 to 4.  I loaded my save into DEV exe and changed the perlevel value so that level 4 would only give him 300% total  and I then didn't have a crash...

So the lesson there is be careful how high you take some percentages!


If I were you I'd change those three entries I pointed out to more reasonable (90% (0.900000 at level 1) values and have them increase by like 5 or 10 % (0.050000 or 0.100000) per level. I'd then load up a game with a modified gamedata file where you only need 30 exp  per cap ship level.   Then go kill some enemies to level to 10 and see if it crashes and at what level.  That will give you some clue of what value is too high.  If you really want to see what the max value allowed is for each, just do 1 at a time (make the other 2 a lot lower/reasonable, and do the above expirement once for each.....

Reply #12 Top

erm it wasn't too overpowered for my AI to fight with since all their ship gain like half of what my ship has.

And you can see kol shoting real Laser Beam, with that much of cooldown decreased.

Thanks for helping, figure out what't was the crash.

Too much squadron = crash, since one squadron = 6 unit if you zoom in and I build a lot of them                     (300unit of squadron)so boom....

So new question

1.  How to increase extractor's production without making changes in researchsubject?

2.  What are the value that change the turn rate / subspace speed of ship?

3.  What are Formation Rank?  I found their value are 0,1,2,3.

4.  And where should I change the capital crew cost used to 0 when capital ship are built?                          

    I could make the supply cost to 0 but dont know where to modify the capital crew cost.                      

Reply #13 Top

1) Open the Planet Ice/Terran/Fire entity file in it it will have a line near the start with extractor setup and extractor rate...change the rate to the desired amount and VOILA!!!

planetResourceSetupInfo
 asteroidSpawnAngleVariance 3.141593
 totalMaxResourceAsteroids 3
 metalResourceAsteroidSetup
  minCount 1
  maxCount 2
  extractionRate 0.400000 <---------------------------------------
  refineryRate 0.060000
  maxRefineryCount 3
 crystalResourceAsteroidSetup
  minCount 1
  maxCount 2
  extractionRate 0.400000 <--------------------------------------------
  refineryRate 0.060000
  maxRefineryCount 3
 neutralMetalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 neutralCrystalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0

 

2)

maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.6500000   <----------------------------------------
maxDecelerationAngular 9.999996

3) Formations are Tight, scattered,loose....and 2 others! I don't mess with them so couldnt tell you the precise file to change them.

4)

 

basePrice
 credits 3000.000000
 metal 400.000000
 crystal 250.000000
slotCount 50.000000 <------------------------------------------------------ SAME PLACE FOR EVERY SHIP!!!!
BuildTime 75.000000

 

Reply #14 Top

 

1.  Formation Rank are located in ship's file

     formationRank 2
     minShadow 0.000000
     maxShadow 0.800000

    and PlanetModule(Race)Orbital(Building) Last line

    minShadow 0.000000
    maxShadow 0.600000
    formationRank 3

2.  Not Fleet supply but I want to change the capital crew => 0

    I mean like whenever you create capital ship one point is deducted from available capital ship crew's point that's

    what I want to change (the deduction => 0, instead of deduct every time when capital ship are created)

3.  Where to change the construction Frigate's spawn time? make it longer.   

 

Reply #15 Top

hello, i have  a question. is there a way to change the capital ship size(like shorter, or longer, or thiner than the original)?

Reply #16 Top

:)  Wow, sounds like a project, but you seem in good hands.  :)  Spend time in the gameinfo folder, most of the files you want, and the values you want to change are there.

gameevents file,

researchmaxships

researchmaxslots (i believe)

the speed changes can be done inside the entity files for each ship

crew cost is in the researchmax folders for each race, you will have to check the cost and numbers there, you can increase, or decrease of course, but this sounds like a superman mod,  :)  So have fun.  

-Teal

 

Reply #17 Top

Quoting debilcip, reply 15
hello, i have  a question. is there a way to change the capital ship size(like shorter, or longer, or thiner than the original)?
End of debilcip's quote

For that I can't help since I only play with data not graphical stuff.

that would have involve with the photoshop or whatever stuff need to create model or texture or mesh or etc...

Quoting Teal, reply 16
 Wow, sounds like a project, but you seem in good hands.    Spend time in the gameinfo folder, most of the files you want, and the values you want to change are there.

gameevents file,

researchmaxships

researchmaxslots (i believe)

the speed changes can be done inside the entity files for each ship

crew cost is in the researchmax folders for each race, you will have to check the cost and numbers there, you can increase, or decrease of course, but this sounds like a superman mod,    So have fun.  

-Teal

 
End of Teal's quote

My question actually was about does ship created from capital ship factory always cost capital ship crew's point?

or if it is other way'ed?