I'm tryign to do a small mod and I need to find the files that control the build time of the SCs and the files that cause a build penalty to the carriers.
build penalties might be hardcoded; however for the SC build time, look in the Squad[race name][fighter type].entity file, that has a line that pertains to fighter construction time. By reducing the number I assume that you make them build faster
Yous ure??? That would suck so hardcore.
For the build penalties,i would assume, you need this line in the gameplay.constants file InCombatFighterBuildRatePenaltyEDIT:Or possibly this one enemyDPSInOrbitBodyISquadOwnerBuildRateScalar
BTW I dont thing it is int he fighter files them selve here is the Vasari fighter file. Unlest it writed in some weird way I don't see it. I know for the ships built at teh factory this is were it is listed but I cannot find it here.
TXTentityType "Fighter"defaultAutoAttackRange "GravityWell"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack TRUEnumRandomDebrisLarge 0numRandomDebrisSmall 0numSpecificDebris 0armorType "VeryLight"hudIcon "HUDICON_SQUADPHASECOMBAT"smallHudIcon "HUDICONSMALL_SQUADPHASECOMBAT"infoCardIcon "INFOCARDICON_SQUADPHASECOMBAT"minZoomDistanceMult 5.000000nameStringID "IDS_FIGHTERPHASECOMBAT_NAME"counterDescriptionStringID "IDS_COUNTERDESC_FIGHTER_COMBAT"statCountType "FighterCombat"formationOffsetDistance 50.000000mass 100.000000maxAccelerationLinear 250.000000maxAccelerationStrafe 100.000000maxDecelerationLinear 1000.000000maxAccelerationAngular 49.999992maxDecelerationAngular 99.999985maxSpeedLinear 2700.000000maxRollRate 2.000000maxRollAngle 35.000000NumWeapons 1Weapon WeaponType "Missile" damageEnums AttackType "ANTILIGHT" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "PHASEMISSILE" DamagePerBank:FRONT 30.750000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 2400.000000 PreBuffCooldownTime 12.000000 CanFireAtFighter TRUE SynchronizedTargeting FALSE PointStaggerDelay 0.150000 TravelSpeed 2000.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_PhaseSupportMissileLight_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_PHASESUPPORTMISSILELIGHT_MUZZLE" sound "WEAPON_PHASESUPPORTMISSILELIGHT_MUZZLE_ALT1" hitEffectName "Weapon_PhaseSupportMissileLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_PHASEMISSILELIGHT_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_PHASEMISSILELIGHT_HITGENERIC" missileTravelEffectName "Weapon_PhaseSupportMissileLight_Travel" missileStartTurningDistance 10.000000 missileSlowTurnRate 3.141593 missileMaxSlowTurnTime 1.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures FALSEmeshName "SupportShip_PhaseFighter"exhaustParticleSystemName "ExhaustSmall"ExplosionName "Fighter0"exhaustTrailTextureName "ExhaustTrail"exhaustTrailWidth 11.000000engineSoundID "ENGINE_PHASESUPPORTSHIP"maxHullPoints 85.000000hullPointRestoreRate 0.400000armorPoints 3.000000maxMitigation 0.600000experiencePointsForDestroying 5.000000minShadow 0.200000maxShadow 0.500000
Enemy in gravity well strikecraft build rate penalty is in file Gameplay.constants and is the following line
enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.176;
Change it to -.000; to remove the penalty
The under attack build rate penalty is just 2 lines above in the same file (which equals 50% penalty)
InCombatFighterBuildRatePenalty -1.0
The regular StrikeCraft Build rates are in
SquadPhaseBomber.entity
SquadPhaseCombat.entity
SquadPsiBomber.entity
SquadPsiCombat.entity
SquadTechBomber.entity
SquadTechCombat.entity
Look for the following lines at the top of the file.
scuttleTime 12.000000fighterConstructionTime 26.400000decayWithoutOwnerRate 0.010000
Hope that helps some
Fiddling with the variables is a fun. Remove the minus in InCombatFighterBuildRatePenalty -1.0 and change it to InCombatFighterBuildRatePenalty 1.0 and instead of a 50% build rate penalty you will get a 200% build rate bonus!
What file the fighter entity file? I posted it abouve and I dont see that at all. But thanks for the rest.
FighterPhaseBomber.entityFighterPhaseCombat.entityFighterPsiBomber.entityFighterPsiCombat.entityFighterTechBomber.entityFighterTechCombat.entity
These the files you talking about for the build and scuttle time. If so then for soem reason mine dont have what you posted at all.
EDIT who squand lets go see.
Okay thanks foudn them. Gonan start number crunching now.
AntiMatterRestoreRate 0.400000
Does this mean 0.4 anti restored per second or 4% of the ships total AM is retored per second?
eadtaes, i think it is 0.4 units AM per second restored
harpo
That would be imposible unlest their is soemthign else somewere else controling AM restoration because I did the match and a TEC carrier with 400AM and a 0.4AM restore rate is easyly able to permenently build fighters at 90AM per fighter 22 second build time base 25.3 after penalty witch comes to a 3.55AM consumption per second and to build 2 squad permenently you need 7.1AM per second. So somethign is wrong here if it is as you say.
If it's a percentage it would 16AM restored per second that that's very fasts, too fast I think, I remember watching my carrier in some of my 1.03 games and the AM didn't seem to go up that quickly.
A broken game mechanic somewhere?
The 0.4 is in seconds. I ran a little test on the TEC carrier.
fighterConstructionTime 27.500000 decayWithoutOwnerRate 0.010000 baseMaxNumFighters 5
FrigateTechCarrier.entity
squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 150.000000
MaxAntiMatter 400.000000 AntiMatterRestoreRate 0.400000
The carrier starts to build 1 bomber that cost 30 AM to build. After starting on 1 bomber the carrier AM goes from 400 to 370. It builds the bomber in 27.5 seconds while regenerating AM at 0.4 seconds. After building the bomber it has 381 AM. Then starts the second bomber so AM goes to 351.
So it looks like you can tweak the AM regeneration rate, build rate, AM cost, or even decay rate of the bombers after the carrier dies. Most values are in seconds.
Thanks for the Karma!!
Yeah Thx mbaron888 I ran the test to and crunched numbers I foudn soem interesting stuff about imbalance int he carrier that ocne again is in advent favor. Literaly the Advent carrier is 100% more enduring then the TEC and VASARI and from the numbers crunching I did their is no reasonf or it to be. I'll PM you the info on that just so you can see for your self. Also do you have X-fire? Would probably need your help in doing some other testing.
And I do my test using fighters. Bombers will drain the AM of a carrier even faster.
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