Can I upgrade static components through tech?

I don't want to unlock laser 2 through tech, I want a technology to modify lasers with superior statistics.

I've already tried using the component as a target in the tech tree, trying to just add damage to it. I've also tried putting additional statblocks in the component that have prereq tags. Predictably, they cause launch errors.

Is this an insurmountable limitation of modding currently?

9,298 views 7 replies
Reply #1 Top

unless i misunderstand what you are asking have a look at the specialization techs most of those upgrade various stats such as range, rate of fire accuracy i believe you would be able to upgrade most of the stats using similar tags.

Reply #2 Top

No, i need to upgrade individual planetary improvements and ship components, not multiply the stats they provide.

Reply #3 Top

Ship Components are not linked into the PrerequisiteDefs table, so no you can not add Pre req's to components. You can try adding in the include to the schema, I know from testing schema dont seem to mind having new includes added, that however doesnt mean it will work

My bad, it is. Sleepy eyes betrayed me!

Edit:

Looking at how the schema is built, you are correct in you assumption it a limitation atm. (Same with trying to make improvements obsolete with tech, although this doesnt throw errors up, its just ignored)

Reply #4 Top

Super gross method for ships: use mass scaling to improve whatever the component provides. Not really workable. If you could scale off of different attributes than total mass, I could do something like scale weapons off of threat, defenses fortitude, strip them off of hulls and normal components, then provide threat/fortitude to all ships like a generic tech buff.

Reply #5 Top

With 1.8 you could trying looking at the way they use the leveling up, not really what you want but there is a possibility with it. (Level up uses the same stat table as components).

So you could for example make a Massdriver that say adds x% per level. A Beam that add y% per level ect.

Reply #6 Top

I've been unable to add XP to ships through tech, though. I don't know the correct value(i don't have the new DLC) to multiply, and techs can't have triggers to give ships XP. The only method that can get that to work is add XP to ships on construction, which requires a planetary improvement which must be upgraded after tech unlocks to provide more XP. I can't upgrade ships this way - just scrap and rebuild. If I went through all of that trouble, I'd just add % buffs on shield construction and cut out the middleman.

Reply #7 Top

ExpPoints - Grant x amount of xp.

ExpBonus - Is the DLC Effect.

ExpValue - Is the Value of x Target.

ExpPointsCap - Not sure on this. As I was not aware there was a Cap (Got a Ship atm lvl 17)