Find and replace the system lines. There are some redundant lines there, but you should know which ones are in effect by noting how much the systems cost. Replace the lines with the following (also provided are the file locations). Use an .xml editor of your choice.Cooly568 wrote:Sorry for posting again, but another question.
If a person wanted to remove the system upgrade and purchase cost increase in Captains Edition Infinite, how would they go about doing that?
Code: Select all
*blueprints.xml.append
** append~
<systemBlueprint name="oxygen">
<type>oxygen</type>
<title>Life Support</title>
<desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>25</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
<level>75</level>
<!-- imaginary level 4 -->
</upgradeCost>
<cost>0</cost>
</systemBlueprint>
<systemBlueprint name="teleporter">
<type>teleporter</type>
<title>Crew Teleporter</title>
<desc>Allows you to send your crew-members to board enemy vessels.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>30</level>
<!-- level 2 -->
<level>60</level>
<!-- level 3 -->
</upgradeCost>
<cost>90</cost>
<!--CHANGED was 75-->
<locked>1</locked>
</systemBlueprint>
<systemBlueprint name="cloaking">
<type>cloaking</type>
<title>Cloaking</title>
<desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>30</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
</upgradeCost>
<cost>150</cost>
<locked>1</locked>
</systemBlueprint>
<systemBlueprint name="pilot">
<type>pilot</type>
<title>Piloting</title>
<desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>20</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
</upgradeCost>
<cost>1</cost>
</systemBlueprint>
<systemBlueprint name="medbay">
<type>medbay</type>
<title>Medbay</title>
<desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>35</level>
<!-- level 2 -->
<level>45</level>
<!-- level 3 -->
</upgradeCost>
<cost>50</cost>
</systemBlueprint>
<systemBlueprint name="shields">
<type>shields</type>
<title>Shields</title>
<desc>Powers your shields. Each additional barrier can block one shot.</desc>
<startPower>2</startPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>100</level>
<!-- level 2 -->
<level>20</level>
<!-- level 3 -->
<level>30</level>
<!-- level 4 -->
<level>40</level>
<!-- level 5 -->
<level>60</level>
<!-- level 6 -->
<level>80</level>
<!-- level 7 -->
<level>100</level>
<!-- level 8 -->
<level>120</level>
<!-- Imaginary level 9 -->
</upgradeCost>
<cost>125</cost>
</systemBlueprint>
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Beam</title>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<startPower>2</startPower>
<maxPower>4</maxPower>
<rarity>0</rarity>
<upgradeCost>
<level>30</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
<level>80</level>
<!-- level 4 -->
</upgradeCost>
<cost>150</cost>
</systemBlueprint>
<systemBlueprint name="engines">
<type>engines</type>
<title>Engines</title>
<desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc>
<startPower>2</startPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>10</level>
<!-- level 2 -->
<level>15</level>
<!-- level 3 -->
<level>30</level>
<!-- level 4 -->
<level>40</level>
<!-- level 5 -->
<level>60</level>
<!-- level 6 -->
<level>80</level>
<!-- level 7 -->
<level>120</level>
<!-- level 8 -->
<level>150</level>
<!-- Imaginary level 9 -->
</upgradeCost>
<cost>1</cost>
</systemBlueprint>
<systemBlueprint name="weapons">
<type>weapons</type>
<title>Weapon Control</title>
<desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
<startPower>4</startPower>
<rarity>1</rarity>
<maxPower>8</maxPower>
<upgradeCost>
<level>40</level>
<!-- level 2 -->
<!-- CHANGED was 60-->
<level>25</level>
<!-- level 3 -->
<level>35</level>
<!-- level 4 -->
<level>50</level>
<!-- level 5 -->
<level>75</level>
<!-- level 6 -->
<level>90</level>
<!-- level 7 -->
<level>100</level>
<!-- level 8 -->
<level>120</level>
<!-- Imaginary level 9 -->
</upgradeCost>
<cost>20</cost>
</systemBlueprint>
<systemBlueprint name="drones">
<type>drones</type>
<title>Drone Control</title>
<desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
<startPower>2</startPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>10</level>
<!-- level 2 -->
<level>20</level>
<!-- level 3 -->
<level>30</level>
<!-- level 4 -->
<level>45</level>
<!-- level 5 -->
<level>60</level>
<!-- level 6 -->
<level>80</level>
<!-- level 7 -->
<level>100</level>
<!-- level 8 -->
<level>120</level>
<!-- Imaginary level 9 -->
</upgradeCost>
<cost>60</cost>
</systemBlueprint>
<systemBlueprint name="sensors">
<type>sensors</type>
<title>Sensors</title>
<desc>Reveals the interior of your ship and gives information about enemy ships.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>25</level>
<!-- level 2 -->
<level>40</level>
<!-- level 3 -->
</upgradeCost>
<cost>40</cost>
</systemBlueprint>
<systemBlueprint name="doors">
<type>doors</type>
<title>Door System</title>
<desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>35</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
</upgradeCost>
<cost>60</cost>
</systemBlueprint>
***dlcblueprints.xml.append
<systemBlueprint name="clonebay">
<type>clonebay</type>
<title>Clone Bay</title>
<desc>Automatically clones dead crew with skill penalty. Taking advantage of micro-cloning, crew heals partially every jump. Jump heal is passive and requires no power.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>35</level>
<!-- level 2 -->
<level>45</level>
<!-- level 3 -->
</upgradeCost>
<cost>50</cost>
</systemBlueprint>
<systemBlueprint name="hacking">
<type>hacking</type>
<title>Hacking</title>
<desc>Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it. Requires drone part to launch.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>35</level>
<!-- level 2 -->
<level>60</level>
<!-- level 3 -->
</upgradeCost>
<cost>80</cost>
</systemBlueprint>
<systemBlueprint name="battery">
<type>battery</type>
<title>Backup Battery</title>
<desc>Provides a 30 second power boost to your Reactor. Upgrading increases the boost amount.</desc>
<startPower>1</startPower>
<maxPower>2</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>50</level>
<!-- level 2 -->
</upgradeCost>
<cost>35</cost>
</systemBlueprint>
<systemBlueprint name="mind">
<type>mind</type>
<title>Mind Control</title>
<desc>Temporarily turn enemies into allies.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>30</level>
<!-- level 2 -->
<level>60</level>
<!-- level 3 -->
</upgradeCost>
<cost>75</cost>
<locked>1</locked>
</systemBlueprint>