How do I alter system progressions?
Lets say I want to alter the progression of System power costs for the various systems? Increase the maximum to a higher level? How is this done. The same question applies to total power generation.
Can I make total hull points a system variable? What about a rate of repair of them during each battle?
Ideally I want to reduce the costs of a given system's maximum power, but substantially increase the cost of total maximum power, making specialization in given subsystems to be easier and potentially more powerful, while higher levels in all systems is less realistic.
I am betting that it is difficult to impossible to change the pursuit timer equation to include combat time, but I would idea;lly do that aswell.
What about store frequency then? Is this a variable I could alter somewhere such that store locations are more frequent, even in hostile sectors?
Ideally I intend to make a mod that allows more functional actual choice in ship design in real-time as the game progresses, rather than often being forced into more clearly optimal designs due to the whims of fate and a rather restrictive upgrade system that heavily favors generalist designs.
A few questions on how-tos
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Re: A few questions on how-tos
A lot of that is Hard Coded, and thus unchangeable, but I cant tell you what exactly with any certainty. Store frequency I THINK can be edited, but i dont know where
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: A few questions on how-tos
This data is in Blueprints.xml I don't know if reactor power can be edited in any way, but systems can.RysanMarquise wrote:How do I alter system progressions?
Lets say I want to alter the progression of System power costs for the various systems? Increase the maximum to a higher level? How is this done. The same question applies to total power generation.
Nope on the first, probably not for the second.RysanMarquise wrote:Can I make total hull points a system variable? What about a rate of repair of them during each battle?
Timer? There is no timer, the Rebels move once you jump. The rates of pursuit are fixed.RysanMarquise wrote:I am betting that it is difficult to impossible to change the pursuit timer equation to include combat time, but I would idea;lly do that aswell.
Yes, very much so.RysanMarquise wrote:What about store frequency then? Is this a variable I could alter somewhere such that store locations are more frequent, even in hostile sectors?
I have no idea what that means.RysanMarquise wrote:Ideally I intend to make a mod that allows more functional actual choice in ship design in real-time as the game progresses, rather than often being forced into more clearly optimal designs due to the whims of fate and a rather restrictive upgrade system that heavily favors generalist designs.
In order to edit files you will first be wise to make a complete backup, but resources is the most important folder.
Second, you will need an repacker to unpack the two resource files, and repack edited resources. It's faster than creating .ftl files, and is not neccesary before your mod needs to be distributed.
KuroSaru's Dat Manager is a great little tool to repack resources and mod the game. Other usefull tools and some modding help can be found in the Master Mod List in the Mods subforum.
Report spam using the handy Report Button Mod.
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Re: A few questions on how-tos
Another question then:
How can you adjust income in the game? I had attempted to add a
<item_modify>
<item type="scrap" min="-100" max="-100"/>
</item_modify>
As a proof of concept after every AutoReward that grants scrap, but it just doesn't work. Scrap is received as normal. Would I need to replace all Auto-rewards with flat values in order to achieve this? I had wanted them to scale at all, but will do it if necessary.
How can you adjust income in the game? I had attempted to add a
<item_modify>
<item type="scrap" min="-100" max="-100"/>
</item_modify>
As a proof of concept after every AutoReward that grants scrap, but it just doesn't work. Scrap is received as normal. Would I need to replace all Auto-rewards with flat values in order to achieve this? I had wanted them to scale at all, but will do it if necessary.