how to increase max supply/capital limit

im looking for help to increase the max ship cap for Trinity, i have tried going into the gameply constants but will not allow me to modify anyting in it ( and im using the admin account on my pc) so if anyone can help or even explain how to step by step i would really appreciate it.

thank you in advance :)

3,850 views 7 replies
Reply #1 Top

First of all, you copied the Gameplay.constants file and made it into a mod right? You should never alter the base game files.

Second of all it sounds like you have that file set to read only. Even though you are an administrator, you have to manual remove that flag before you can save it.

Reply #2 Top

there is also my doublefleet/caps mod that is for BOTH entrenchment AND diplomacy(same files AND no manifest) just extract to your mods-entrenchment v1.051 or mods-diplomacy v1.### folder in the user space and enable the mod(btw it is not going to stack with mad scientist, or other mods that re-arrange or change the fleet window as these are the stock files with adjusted fleet and cap numbers.

harpo

 

Reply #3 Top

@Goafan77

yea i put it in another folder and i know this sounds really noob like but how do you change it from R.O

 

@Harpo99999

ah thanks harpo :), does that mod work with diplomacy v.1.31?

edit : never mind found out, is there any way to make this work with the Maelstrommod, or do you know any other mod that add new planet types in?

Reply #4 Top

1 as far as changing the read-only attribute on a file OR folder, right mouseclick on the file/folder, then leftclick on 'properties', then REMOVE the tick in the read-only tickbox, then click 'ok'

 

2 only with the original three sins races the others will NOT have the extra fleet/caps, to make a mealstrom version you would have to edit ALL of the  RESEARCHSUBJECT_MAXCAPITALSHIPSrace#.ENTITY and RESEARCHSUBJECT_MAXSHIPSLOTSrace#.ENTITY files from mealstrom where race is the race it is for, and the # is the research level it is for and alter the  lines near the bottom that read perLevelValuethat is two lines below the modifier type (eg CapitalShipMaxSlots or ShipMaxSlotLevel), and as a suggestion I would recommend having the extra limits mod as a separate mod that is stacked ABOVE the main mod and keep the original mod ORIGINAL.

 

3 as far as added planet mods, there is 7 deadly sins, solar sins(do not know if there is a diplomacy 1.31 version yet) distant stars, the old celestial bodies( do not know if there is a dip1.31 version yet), and from memory zombiesrus5 also has one.

harpo

 

Reply #5 Top

thanks harpo checked out the other planet mods and they look really good so thanks again :)

 

with the double fleet mod i tried it with the 3 original and it never worked, if i wanted to adjust the file of the double fleet mod, how many of the RESEARCHSUBJECT_MAXCAPITALSHIPSrace#.ENTITY and RESEARCHSUBJECT_MAXSHIPSLOTSrace#.ENTITY file would i need to change? would it just be the different research level for each race?

Reply #6 Top

yes, the #(number) is the research level and the race(PSI,TEC,PHASE) is the race it is for,

and if you want it to be double of each level,

then you would need to edit EACH of the RESEARCHSUBJECT_MAXCAPITALSHIPrace#.entity AND RESEARCHSUBJECT_MAXSHIPSLOTSrace#.entity files or 16 files PER race,

so for a three race mod you would have to edit 48 files, and for a mod that has MORE races then it would be 16 * number of races files to edit.

harpo

 

Reply #7 Top

ah k thanks for all the help, i wont be able to do this over the next few days but it will be on my to do list,

but thanks again harpo :)

 

Mr Agod