Modding planet upgrades

I've been looking for a way to modify the planet upgrade system, the civilian upgrade
path to be precise.
I want to change it so that each stage you buy gives you a small amount of extra maximum shipslots. I havent been sucessful sofar... i'm farely new to modding.
Does anyone with some experience have an idea on how to accomplish this, if it is even possible?
Thanks
4,937 views 6 replies
Reply #1 Top
bump

Basicly i'm trying change the fleetcap to make it work better on large maps.
I already changed the logistics research tree so it gives a percentage increase to the total fleetcap instead of a fixed amount.
Now if it would be possible to get each civilian infrastructure upgrade on planets to add 40-50 fleetcapacity as well as their current bonuses... Any ideas?
Reply #2 Top
It sounds like you already cracked open the RESEARCHSUBJECT_MAXSHIPSLOTS{Whatever].entity files, and that you've messed with these lines (As taken from TECH0):

researchModifier
modifierType "ShipMaxSlots"
baseValue 100.000000
perLevelValue 150.000000

If you add something like that to a different research file, it should add that effect. Just remember to up the count on the researchFloatModifiers since you're dealing with Floating Point numbers.

Just for your new research changes, leave the baseValue at 0
Reply #3 Top
@HorazonKain

i tried the same - but it looks like the planetupgrades stages or orbital buildings cant have a variable like "ShipMaxSlots" (yet)
else it would be very easy to make a ST-Armada like Fleet cap system.

Lets face it the actual fleet supply system is to put it mildly bland.

@devs : it would be nice to have a complete lists of available variables/modifiers/buffactiontypes for the different filetypes

and having a modifier that can be added to entities that adds/removes any of the 3 ressources by a defined amount (not percentage)would be very nice too !
Reply #4 Top
Too bad... Let's hope it will be in the complete mod tools when they release it.
I was thinking of the star trek armada system as well.

@ Bink

i think you misunderstood what i'm trying to change.

I want the planet civilian infrastructure upgrades (as they are called ingame) to add fleet cap. Its one of the planet upgrades, like the tactical/logistic slot upgrades.

from the planet entity files :

planetUpgradeDef
path:Population
stageCount 4
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxPopulation 10.000000
populationGrowthRate 0.125000
developmentTaxPenalty -2.000000
stage
etc..


Reply #5 Top
btw. the AI build further stages of planetary upgrades!

made 2 additional expensive fortification stages - a planet with 10000health takes some time to bomb it down with only a few siege frigates

cut n copy to your favorite planet like terran home planet as the last infrastructure entry and dont forget to increase the stage counter by 2 :

stage
price
credits 1000.000000
metal 300.000000
crystal 250.000000
upgradeTime 100.000000
maxHealth 8000.000000
stage
price
credits 2000.000000
metal 600.000000
crystal 500.000000
upgradeTime 120.000000
maxHealth 10000.000000

now you will look forward for the siegefrigate spam :LOL:
Reply #6 Top
OK i found a way to add to max fleet capacity without research - wonder why it took me that long ... (in Research known as ShipMaxSlots )

just make a ship entity and use a negative value e.g. slotCount -25.000000
Much simpler: make the Tradeship have a negative slotcount like -10 .

Or mod a slow thing like an expensive command cruiser or an orbital depot (speed very very slow just to move out of your capital ship yard) without weapons (juicy targets that give the attacker lots of XP) and for a onetime fee you have additional slot counts . Now you can mod your orbital Starbase.

At least an enemy fleet cap can be better reduced than if its based on planet.

Hope it helps !