Starsector Question

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Mantis
Posts: 2
Joined: Sat Oct 06, 2012 1:32 pm

Starsector Question

Post by Mantis »

I tried to add starsytems to the sector map by changing the sector_data.xml

<sectorDescription name="STANDARD_SPACE" minSector="0" unique="false">
<nameList>
<name>Federation Space</name>
</nameList>
<trackList>
<track>civilian</track>
<track>cosmos</track>
<track>milkyway</track>
</trackList>
<startEvent>START_BEACON</startEvent>
<event name="STORE" min="5" max="6"/>
<event name="ITEMS" min="2" max="4"/>
<event name="NEUTRAL2" min="4" max="10"/>
<event name="NOTHING" min="2" max="2"/>
<event name="DISTRESS_BEACON" min="5" max="8"/>
<event name="HOSTILE2" min="6" max="10"/>
<event name="NEBULA" min="0" max="0"/>
<event name="QUESTS" min="1" max="1"/>
<event name="HOSTILE1" min="8" max="12"/>
<event name="HOSTILE_BOARDING" min="6" max="6"/>
</sectorDescription>

Hoped that I would get a sector with min 39 - max 59 starsystems.
But i get only the normal map with ~ 24 starsystems per sector.

So it did not work.

Is there a way to change the systemmaps so that each system get more stars ( eventpoints ) ?

Best wishes
Mantis
Justin
Site Admin
Posts: 259
Joined: Thu Apr 19, 2012 9:52 am

Re: Starsector Question

Post by Justin »

As of now there's no method to change the # of nodes. It will fill the nodes using the list from top to bottom. If there's extra events they're ignored and if there's extra nodes they use pull from the "NEUTRAL" eventList.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
Mantis
Posts: 2
Joined: Sat Oct 06, 2012 1:32 pm

Re: Starsector Question

Post by Mantis »

Thank you very much for your answer.

To bad that there is no way now... ( but the NOW lets hope me for the future ^^ )

I use now the diasable fleet.ftl together with the
HighRes Backgrounds V1.0 ftl and I downloaded the 2 ship.pngs
( 45a08.png + 74a36.png renamed them into circle_cruiser_base.png and kestral_base.png )
Kestrel + Engi Cruiser from the forum into my img folder and repacked the resources.dat

So a big thank you very much for the modder here in the forums.

So many things that I want to change.

What worked for me till now :

---blueprints.xml
------Adding new weapons
------changed ship HP ( 45 for Kestrel )
------costs modified

---autoblueprints.xml
------more troops on enemy ships
------enemy ships got more HP ( 9 HP -> 18 HP, 10 HP -> 20HP ---> HP doubled )

---events.xmls ( event.xml, events_engi.xml, events_rock.xml,.... )
------edited multiple events

Nothing final, playing around with the xmls every few games.

What I would like to have :

Bigger sectors, moddable stores, stores that change ( second visit after a few jumps and new stuff to buy ), to be able to change crewnames ( bought in game ), stores adjusted to gameprogress
-> sector 0 after the first 3 jumps i found a store, i got 78 scrap and what can I buy? Nothing... Store wants to sell Burst Laser MK5, Ion 4 ( some of the best weapons ), Cloaking ( cost 150 Scraps ) Weapon Pre_igniter ( cost 120 ) and the Drone Thing ( cost 80 ) grrrrrr.....

Would be better if it was Burst Laser 2 and scrap collector or adv.scanner. The rarity thing can cause strange results.
Would like a option to exclude things from the first sectors. Like some medicore weapons available after sector 3, some better after sector 5 and so on.

With some luck you can get great weapons early, with bad luck never. So an increase in shopsize would be nice too.

Best wishes
Mantis
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