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A few questions on how-tos

Posted: Mon Feb 18, 2013 2:47 pm
by RysanMarquise
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.

Re: A few questions on how-tos

Posted: Mon Feb 18, 2013 2:54 pm
by EchoesofOld
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

Re: A few questions on how-tos

Posted: Mon Feb 18, 2013 7:28 pm
by UltraMantis
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.
This data is in Blueprints.xml I don't know if reactor power can be edited in any way, but systems can.
RysanMarquise wrote:Can I make total hull points a system variable? What about a rate of repair of them during each battle?
Nope on the first, probably not for the second.
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.
Timer? There is no timer, the Rebels move once you jump. The rates of pursuit are fixed.
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?
Yes, very much so.
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.
I have no idea what that means.

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.

Re: A few questions on how-tos

Posted: Wed Feb 20, 2013 12:18 pm
by RysanMarquise
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.