Reply #1 Top
Modify SquadTechCombat.entity (located in the gameinfo folder) in notepad, you will see a line that says Base MaxNumFighters 6, just change that number to whatever you want each squad to contain...

Remember, the more fighters the more powerful the squad, so you might want to reduce their firepower.

Good luck!
Reply #2 Top
hm... wonder if anyone has modded to above 50 or so...
of course if you do that, you would have to throw in some drastic power-counter.
Reply #3 Top
I have both the fighters and bombers set to 12. So far I like the results.
Reply #4 Top
is that balanced spartan i have them set ot 10 for fighters and 9 for bombers not sure how it will turn out.
Reply #5 Top
15 here with reduced weapons for both
Reply #6 Top
@Aro - So far so good. My intent was to make the carrier more worthwhile. You see whenever I build them, they quickly become toast in nearly every battle and just does not seem right on any level. Carriers are the most devastating weapons platform (short of nuke subs, which when they are done doing their special business there is nothing left to play with) that has been to sea since mid way through that last century and I think it should be reflected accordingly.

When I get time I'm going to look at beefing up the carrier itself. I just wanted to do one thing at a time and try to get a feel for it right now.

I may go to 16 for fighters (reduced weapons as well) and lower bombers to 8 but at a future date but for right now I'm still testing things.
Reply #7 Top
well, I've tried some stuff with the fighters, but it seems that simply doubling the number of fighter, while cutting firepower and HP in half does not make it balanced...
Reply #8 Top
anyone know how to change the timers on the squadrons, specifically time without host until lost?

i can't find this, thanks
Reply #9 Top
It's in the squad files

decayWithoutOwnerRate 0.010000

Though i will admit to having no idea what that translates to in-game. I would assume that it's a percentage per second
Reply #11 Top
I found the SquadTechCombat.entity file, but there isn't any "Base MaxNumFighters 6".
Reply #12 Top
You are probably taking it that too literaly the exact line (line 14 i shall note) is

baseMaxNumFighters 6

so what you have just without the space
Reply #13 Top
how about this: put fighters per squad at 1-2 and commandpoints at 12-24 (you would end up wearing out the "Q" and "W" keys trying to build fleets)
Reply #14 Top
i would like to see carriers carry more squads. not just one like the TEC light carrier... but more like 5-6 squads.... anyone that know were i can change this?
Reply #15 Top
Bump, it has been a few days now and it seams no one has been reading this post...

//Klent
Reply #16 Top
ok. frigatephasecarrier is the vasari lt carrier. change maxnumcommand pts and thats how many squads it can carry. frigatepsi- and frigatetech- are the others, CAPITALSHIP_PHASE- same thing. You're looking for the maxnumcommandpoints. I modded the carrier levels to gain a squad per level, the hangers to carry twice as many, the squads themselves I multiplied by 4(ie there are 24 fighters in a tech squad for me). As long as you do this for each race the game is still pretty balanced, tho I have thought about reducing the fighter hull points by half while doubling their speed. Just bear in mind that more fighters means more cpu power... A fight where both sides have 100+squads in a massive furball can slow down to a crawl. Tho it is nice to have my sova with 12 squads eat any passing scouts.;)
Reply #17 Top
I get how to change the number of fighters but can someone tell me how to balance them? I can't seem to figure out how to weaken/strengthen/balance the little buggers.
Reply #18 Top
right after farstar.data is six fighter files. use these to mod the actual per fighter values