A question about modifiers(or, "how would I...")

Okay, by this point I am sure you are all sick and tired of answering posts like this.  "hwo do i increasez teh flet seizes?!", ect ect ad nauseum.

Don't worry, my questions have little to do with fleet supply - I have successfully utilized the mystic and foreign abilities of the search function in that respect.

However, my searching has not led me to an answer for my current vexation - the proper syntax to add to a research item that increases top speed and accel as well as the already in-game angular thrust.  Here is the syntax that I attempted to use:

researchBoolModifiers 0
researchFloatModifiers 3
researchModifier
    modifierType "CapitalShipAngularThrustAdjustment"
    baseValue 0.000000
    perLevelValue 0.5
researchModifier
    modifierType "CapitalShipLinearThrustAdjustment"
    baseValue 0.000000
    perLevelValue 0.5
researchModifier
    modifierType "CapitalShipLinearMaxSpeedAdjustment"
    baseValue 0.000000
    perLevelValue 0.5

As you can tell, I added it onto the maneuvering thrusters research.  It \seems\ like my capships turn faster, but they certainly aren't moving any quicker.  Also, the tech button does not indicate a top speed change.  Is what I am trying to do impossible, or am I simply buggering up the syntax?

Thanks, Edin
3,793 views 6 replies
Reply #1 Top
Do you know what find in files is?

anyway "CapitalShipLinearMaxSpeedAdjustment" and "CapitalShipLinearThrustAdjustment" dosn't exist in the 1.05 refrence data. The only modifer type that I can find is the one already in the file.

The only way to change max speed seems to be through an ability. Which would be very unweildly. Same with linear thrust.

Reply #2 Top
"Do you know what find in files is?"

Yeah, but how does such help me in this case?

"anyway "CapitalShipLinearMaxSpeedAdjustment" and "CapitalShipLinearThrustAdjustment" dosn't exist in the 1.05 refrence data. The only modifer type that I can find is the one already in the file."

Okay, I think I'm starting to get an idea of what's holding me back. Example:
"CapitalShipAngularThrustAdjustment"

That's already in-game under the maneuvering thrusters research. And it works well enough. My line of reasoning was that since "AngularThrust" is an EntityModifier(thanks baliknight for the modifier list), and that "CapitalShip" is an reference(numerous references in both ship .entity files, and research programs defining it as such), therefore "Adjustment" had to be an action. Example, the syntax in "CapitalShipAngularAdjustment" would be (EntityModifier[ship])(Reference[value])(action). I figured that since both "MaxSpeed" and "LinearThrust" were EntityModifiers, I could swap them out.

Now I see that "CapitalShipAngularThrustAdjustment" is not a series of references and entity modifiers, but rather a rigid, non-changeable modifier all on it's own. Damn.

Seems odd that they would leave out a way to research higher ship speeds - without resorting to abilities and buffs.

Anyway, thanks for the reply. If I sound noobish, I apologize. Only been at this a day or so, but so far have been mostly happy with the results.

Edin
Reply #3 Top
You can use find in files to find all these keywords (and more importantly the line and file they are used in). I use UEstudio and its perfect.

Anyway yeah, thats how it works - they only put in keywords (and thus code) to do what they wanted in the main game, there is not a 'complete set' of various modifiers. Still there is quite a lot.

You don't sound n00bish, if you were worried about that. :P
Reply #4 Top
Ahhah. Yeah, find-in-file is nice if you know what you're looking for. Not quite as helpful if you're looking for something that does not exist in the first place. :P

I started trying to find a way to fudge the effect I want. Basically, I want large movement zones, and scaled ship speed based on research. As you likely know, the problem with large system sizes is time - it gets annoying waiting for your capship to cross a single system.

I thought, however, that such annoyance could be made into a feature - specifically, a trait of early-game low tech. Research tech, ships start getting faster and faster, and voila! You have a tech that gives you a significant edge over the enemy without touching armor or damage balance, AND adds flair to the game. Makes you FEEL the tech increases.

Since doing that seems like it will either be impossible or too clunky to work the way I envision, I sat down and started watching A Knights Tale(if that doesn't motivate you to start brainstorming and get in front of the PC, nothing will). I came up with two concepts which may work.

First concept:

You start the game off with:
FrigatesTier1
CruisersTier1
CapitalShipsTier1

Set at their current balanced speed. Once you research the engine tech, it unlocks:
FrigatesTier2
CruisersTier2
CapitalShipsTier2

These will be faster, probably much faster to account for the loss of scaling research levels. Your old ships stay the same speed, must build new ones to see the speed difference. So for example, you have your JavalisT1, and you build a JavT2, and the new one will completely outperform the first, but be in concept and designed utility the same(and different from, say, the Guarda series).

The second scaling concept is somewhat different. When you start the game, you have a very limited set of options of what to build, all of them slow ships. You research one level of engine tech, and that unlocks the ability to research new ships. These ships will be faster. Keep going until you have five(or more?) levels, and the last ships will be the superlative ships of their class. The problems with this is that there won't be much room for differing utility of designs- A tier1 and tier5 frigate will be conceptually similar, with similar utilization expectations. That'd lead to less variance in ship types. Support ships would disappear(as there are not enough ship slots to support 5 or more tiers of 5 ships per class).

Honestly, the first option tickles my fancy more than the second, even with the harsh speed conversion between the tiers.

I *do* want to experiment with adding the "intercept" ability to all ships, making it always-on, and not use antimatter. It'd be cleaner than ripping apart the whole ship list, but would require ditching some abilities on the capships.

must experiment.
Reply #5 Top
If your willing to give up an ability slot for everything you can make an always on ability that incrases speed and then have research to unlock and upgrade it.

Personaly my idea is to mix slow ships and fast ships (fast ships being weak ones) to give strategic and tactical options for fleet combat (and true hit and run fighting).

Find in files combined with a string like 'modifierType "' gets me all the diffrent keywords used. In UEstudio I get a list of the entire line so I can see at a glance what is there, a double click opens the file so I can see the context also. Very helpful to work out how to do something.
Reply #6 Top
I agree - a mix of fast and slow makes for some interesting strategic options. Tactically, I think it may be a waste, since all ships stop to duke it out anyway. The mix of speeds makes it difficult to control a mixed fleet, however.

One thing I'd love to explore more is research prerequisites to capital ships. TEC is a great example of how it could really add flavor to the game. We know that the vast majority of their ships are converted civilian vessels. So perhaps starting the game with the Akkan(converted mega cruise ship?) and perhaps the Dunov(converted mega cargo ship). Upgrading to be able to eventually use the Marza and Sova to keep the TEC in the game, and ending with the velvet brute, the purpose built for combat Kol. Obviously, the prices and stats would have to be juggled quite a bit to make sure that the early capships have the oomph to handle like threats - if not easily.

My current list of changes already include the greater differences in capital ships to reflect their background, but as it stands a player can simply choose a Kol for his first capship. Also included is a anti-fighter version of the Javalis(huge anti-fighter range, ricepaper armor). I've also modified the damage types so anti-fighter weapons(VERYLIGHT) do much less damage to larger ships - no more using anti-fighter platforms as impromptu ships of the line. This is balanced by a greater anti-fighter ability - forcing them into their intended role, come hell or high water.

Modding this game is a -ton- of fun.

Edin