Quote:
Originally Posted by Simbal
Your last wish is actually possible
You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)
if you want to modify HP&Shield stats you need to see for something like this:
<Interceptor name="Excalibur_pl0">
<short_name>#M_Name_Excalibur</short_name>
<hint>#M_Hint_Excalibur</hint>
<short_desc>#M_SDesc_Excalibur</short_desc>
<long_desc>#M_LDesc_Excalibur</long_desc>
<mesh_name>Excalibur_Inoco</mesh_name>
<flat_image>Excalibur_inoco</flat_image>
< hit_points>130< /hit_points>
<mass>720</mass>
<disable_trade/>
<cost>15000</cost>
<technology/>
<EPR>1.2</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
< max_energy>50< /max_energy>
<energy_restore>2</energy_restore>
<max_speed>7.5</max_speed>
<maneurability>8</maneurability>
<steering_power>25</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>2</threat>
<mapping_name>excalibur_shop</mapping_name>
<HolderProperties>
<big_guns>1</big_guns>
<small_guns/>
<rockets>2</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class1.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>1</level>
</Interceptor>
hp_points = HP
max_energy = Shields
please note: player ships are marked with _pl0
like:
<Interceptor name="Hrimturs_ pl0">
<short_name>#M_Name_Hrimturs</short_name>
<hint>#M_Hint_Hrimturs</hint>
<short_desc>#M_SDesc_Hrimturs</short_desc>
<long_desc>#M_LDesc_Hrimturs</long_desc>
<mesh_name>Hrimturs_Inoco</mesh_name>
<flat_image>Hrimturs_inoco</flat_image>
<hit_points>700</hit_points>
<mass>2205</mass>
<disable_trade/>
<cost>105000</cost>
<technology/>
<EPR>1.5</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>300</max_energy>
<energy_restore>2</energy_restore>
<max_speed>8.5</max_speed>
<maneurability>9</maneurability>
<steering_power>199</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>5</threat>
<mapping_name>hrimturs_shop</mapping_name>
<HolderProperties>
<big_guns/>
<small_guns>1</small_guns>
<rockets>4</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class3.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>4</level>
</Interceptor>
Fighter = Interceptor
Motherships = BigShip
for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0
sure it would be a little work, but you can do it yourself
its easy, trust me 
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OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!
Jokes aside... MANY thanks for your advices...i followed those and did it and the end result is AMAZING !!!
I just did it right from beginning and changed the HP- AND Shield-Pool of EVERY craft in the game, but not just doubled them or tripled... no i gave them 10 times (TEN !!!!!) the amount of HP !!!
Reasons:
- i was sick about that you could take out or get took out for yourself by every decent midtier ship and equipment !!
- the destructive power of 3 or even 4 heavy guns was just so much that all fights ended up in a slaughter !!
- add to this the now much more destructive power of missiles with the mod installed and the mess was complete
- so often you had to rely on an old savegame because the fight was first running good, letting you feel safe that you can handle it and BOOM, one decent enemy vessel aimed 3, 2 or even only 1 good salvo on one of your ships it was gone !!! Think about that 4 Asmos can deliver 1320 damage in ONE hit (without any multiplier) and thats was more than even the most advanced can take !!! Add a second salvo which you couldnt most time avoid anymore and your precious ship was gone
- i wanted SPACE BATTLES with tactics involved, not a slaughter fest
- 10 times looked much from beginning but first it was easy (just adding a "0" to everything

) but second, after countless fights i am now convinced that this way the battles are really EPIC
- Battleships are now lasting really long even under concentrated fire...as they should
Results:
- Now every larger scaled engagement results in an EPIC space battle raging for sometimes 10, 15 minutes !!!
- even those low tier Pirate teams consisting of Tier 1 Fighters takes a couple of shots
- in opposite to the vanilla gameplay when beginning with mid tier most vessels had the destructive power to kill every other vessel with just one salvo, NOW even Crafts with 4 heavy gun emplacements take multiple good hits to kill another decent ship
- i tested it making duels between my pilots both flying Panthers or Gunslingers (they have around 10k life now !!!)... those duels takes minutes with slowly reducing the other ones life
ATTENTION:
- larger engagements can be much more tricky now because you cannot reduce the number of enemy guns pointing at you with just taking out the first dozen ships with in a flyby before the melee fighting begins !!!
- yes, you have much more HP, but so does the enemy !!! It takes long to take those down, so you are fighting for a very long period of time against far superior numbers
Issues:
- i am at this point not sure whether i should adjust the passive REGENERATION and the one of the shield modules accordingly because this leads to situations where you can really TANK large enemy fleets INFINITELY because of your high end gear !!! I have to check this when i reach endgame again
- so up to now i changed just the HP-Pool of the shield modules but didnt changed the regeneration, so all ships goes into combat with a large amount of HP but those gets gradually decreased by time without proper regeneration
- this leads , wished by me, to a point at which ships must die after some time in combat
- only the repair modules gots adjusted, so you really have to take out those repaiting ships FIRST
Changelog:
1. First i adjusted ALL crafts in the game with 10times more HP and Shield (even Asteroids)
2. I BALANCED different vessels against each other adjusting MANEUVERING, MASS and STEERING POWER and TIER
3. adjusted a Bug in the PILOTS folder giving Baward and Joker right from beginning full 100% abilities making them super heros (gave them only 10 points like everyother pilot have from beginning, they had 100 points in every aspect)
4. changed the role of some fighters, making for example the BASTARD and SKOLM to fast, light RECON vesssels with huge sensor range from beginning
5. so many high tier crafts got changed that calling all of them would take too long now...
WISHES:
1. SLOT CHANGING:
- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???
2. Changing Prizes in the
Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now
!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!