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How to increase the evade rate to 100 or more without stealth?

Posted: Wed Jul 24, 2019 7:56 am
by muliu
I always wondered what would happen if the evade rate reached above 100 without stealth.Will the ship escape all lasers and missiles ?
So I have an idea:Can we make a augmentation that increases the base evade rate of the ship by 100 ? This means that even if there is no driver, the ship's evade rate will remain 100 or more——this 100 evade rate is not affected by driving and engine.
I tried to build a mod myself, but I found that there is no code of how the augmentation works in the data file.There is only a reference to the augmentation in the data file.Probably the source code is in other files?(I don't know how to program.)My progress stopped at just writing the augmentation name and description in the data file.And now it is just an empty shell and has no effect.
Therefore I signed up for an account to ask for help, I hope someone can see this question.

Besides, I did an experiment:When The enemy's ship is turned into stealth, If there are our crew or enemys who is under our control(We can still see the structure of the ship at this time),
We fire beam and still hit the ship.(Maybe the ship's evade rate did not reach 100 at that time.) But does this mean that the beam gallery can ignore the evade rate and directly hit the ship? To be honest, I am not sure. But if this augmentation can defend against lasers and missiles, this is already a good achievement.

Re: How to increase the evade rate to 100 or more without stealth?

Posted: Thu Jul 25, 2019 1:01 am
by AgentTHeKat
You can't make new augment functions using xml modding. You'd need to actually, you know, program code. You could always add more possible levels to engines

Beams never miss, they will always hit, even when cloaked without crew on the enemy ship.

Evade rates above 100, as far as I know, work exactly how you'd expect.

Re: How to increase the evade rate to 100 or more without stealth?

Posted: Thu Jul 25, 2019 5:32 am
by muliu
AgentTHeKat wrote:You can't make new augment functions using xml modding. You'd need to actually, you know, program code. You could always add more possible levels to engines

Beams never miss, they will always hit, even when cloaked without crew on the enemy ship.

Evade rates above 100, as far as I know, work exactly how you'd expect.

thank you for your reply!! This did answer my doubts. :D
May I ask you some questions again? Do you know which file the game's code is in? And how should the code be modified?

Re: How to increase the evade rate to 100 or more without stealth?

Posted: Thu Jul 25, 2019 6:10 am
by Jumbocarrot0
muliu wrote:Do you know which file the game's code is in? And how should the code be modified?


The game code is not located in any easy to reach file, it is compiled in the game’s .exe file.
There have been attempts to modify the code in the .exe, but nothing major has been done yet and there’s no easy way to access said code, as far as I’m aware anyways.

Re: How to increase the evade rate to 100 or more without stealth?

Posted: Thu Jul 25, 2019 12:07 pm
by muliu
Jumbocarrot0 wrote:
muliu wrote:Do you know which file the game's code is in? And how should the code be modified?


The game code is not located in any easy to reach file, it is compiled in the game’s .exe file.
There have been attempts to modify the code in the .exe, but nothing major has been done yet and there’s no easy way to access said code, as far as I’m aware anyways.

Thank you very much for your answer, I will try my best after I learn more programs.(It is also possible to give up this idea,maybe.)

Re: How to increase the evade rate to 100 or more without stealth?

Posted: Mon Aug 12, 2019 12:49 am
by Yorkshire-Man
your best bet might be to make an auto so both the pilot and engines are auto maned so you get + 10 dodge chance. the first 5 levels will get 25% and the next 3 levels will get you 10% more, bringing you up to 45% no crew using 8 power. so we need to have at least lv26 engines if I have worked that outright.

now as long as you do a ship with a system blueprint of level 26 engines and that works you can think about the power you need to run it.

I would suggest giving your ship 60 reactor for the start of the game but it may be a bit op.

Another way to make a playable would be to use the battery and you can mod the system to go past level 2 for 6 or more power, or add a start event for some Zoltan and use a negative 8 power weapon in the slot two for self-powered weapons in slots 3 and 4, the you can run any weapon you want on slot one for 1 power to make everything fire.

I was going to update my old crab ship to do that. it's on this old thread of mine if you want to work together
viewtopic.php?f=11&t=32258&p=112384&hilit=dump#p112384

if you make a ship like that make glass cannon type no shields and sorts