Number of Fighters

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Rhikore
Posts: 53
Joined: Tue Jun 03, 2014 11:48 pm

Number of Fighters

Post by Rhikore »

Where is the Number of Fighters for the Fighter Bay component defined?

Thanks
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Sirian
Posts: 174
Joined: Thu Nov 29, 2012 7:10 am

RE: Number of Fighters

Post by Sirian »

In the components.txt file.

See the documentation line
' - Fighter Bay: Value1=fighter storage capacity, Value2=fighter repair rate (in percentage points per second, manufacture rate is half repair rate), Value3-7 unused
Rhikore
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Joined: Tue Jun 03, 2014 11:48 pm

RE: Number of Fighters

Post by Rhikore »

Hmm I did see that before I posted, but the numbers didnt match up with the Number currently produced in the mod Im using... [&:]
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

RE: Number of Fighters

Post by fruitgnome »

40 stands for 4, 50 for 5 ad so on; or which number is written in your components.txt

Which mod changed the number of fighters from 4 to 6?

How I get the number of figthers per bay in a savegame back to 4??
zoommooz11
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Joined: Tue Sep 23, 2014 10:20 am

RE: Number of Fighters

Post by zoommooz11 »

ORIGINAL: fruitgnome


How I get the number of figthers per bay in a savegame back to 4??


I am currently going through a very long game making many balance changes as I go. I found that for changes to take effect, you need to restart the game. Also, if you reload 'in game' the changes disappear. So no reloading, only restarting, and changes will then always be in effect. (Obviously if you start a new game this is no longer required, changes become permanent).
fruitgnome
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RE: Number of Fighters

Post by fruitgnome »

Hmm, I thought I restarted the game after changing this value, but I have to forgot it. Now the number of fighters per bay is 4 in my savegames, thx. The builded ships and bases have still 6 but that's ok.

But which mod changed this value?
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Icemania
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Location: Australia

RE: Number of Fighters

Post by Icemania »

ORIGINAL: fruitgnome
But which mod changed this value?

Perhaps others have as well but I changed it in the AI Improvement Mod after doing some Weapons Balance Testing.
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lurchi
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Location: LV-223

RE: Number of Fighters

Post by lurchi »

ORIGINAL: fruitgnome

40 stands for 4, 50 for 5 ad so on; or which number is written in your components.txt

Which mod changed the number of fighters from 4 to 6?

How I get the number of figthers per bay in a savegame back to 4??

Research Reloaded starts with 3 and goes up to 7 depending on the kind of fighterbay you use.
Rhikore
Posts: 53
Joined: Tue Jun 03, 2014 11:48 pm

RE: Number of Fighters

Post by Rhikore »

Thanks Guys, Ill check it out. Hey Ice/Lurchi =)
Im using BS's Beyond, but am modding it a bit...

I was also wondering, can we give a race multiple race-specific techs?
I tried giving Kiadians Shadowghost and All Dimensional Fighter bay, but it apparently defaulted or errored out to Maxos Blaster.
Cant test anymore atm, but I tried a simple separation via comma, resulting in the above...
inyasha23
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Joined: Thu Oct 09, 2014 3:39 pm

RE: Number of Fighters

Post by inyasha23 »

aarrrgggg why cant the devs just let us make the game better[:@][:@][:@][:@]

if we had the modding capacity of civilization 4 things would get done
joproulx99
Posts: 24
Joined: Wed Sep 10, 2014 5:44 pm

RE: Number of Fighters

Post by joproulx99 »

ORIGINAL: Rhikore

Thanks Guys, Ill check it out. Hey Ice/Lurchi =)
Im using BS's Beyond, but am modding it a bit...

I was also wondering, can we give a race multiple race-specific techs?
I tried giving Kiadians Shadowghost and All Dimensional Fighter bay, but it apparently defaulted or errored out to Maxos Blaster.
Cant test anymore atm, but I tried a simple separation via comma, resulting in the above...
You should be able to but not in race files, instead go to research.txt and find the project(s) that you want to give to a race(s) and work it out with

ALLOWED RACES ;
(read reasearch.txt intro)

do it for each PROJECT you need
Rhikore
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Joined: Tue Jun 03, 2014 11:48 pm

RE: Number of Fighters

Post by Rhikore »

Allowed Races function is only used in one area that I can find, and not in the Standard Race specific Techs.

For instance, check Holographic Projections. Allowed Race isnt used, however in-game its Kiadian Only.
Rhikore
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Joined: Tue Jun 03, 2014 11:48 pm

RE: Number of Fighters

Post by Rhikore »

Bump, Could use a little clarification here. Thanks [:)]
joproulx99
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RE: Number of Fighters

Post by joproulx99 »

ORIGINAL: Rhikore

Allowed Races function is only used in one area that I can find, and not in the Standard Race specific Techs.

For instance, check Holographic Projections. Allowed Race isnt used, however in-game its Kiadian Only.

It still work. Originally the tech could not be modded you know, when they unlocked it they also added the ALLOWED RACES for every one to be able to do more race specific techs. Before that all you could do was give predefined special techs from race files.

I have already tried it in my own mod, I removed a special tech from race files, and gave it back to that race with ALLOWED RACES. It works, you need to do it for every project though, it does show up in galactopedia as special tech etc...You can give techs to any races you want through this methode.

The only difference I've found is that when you set your game tech level at ''normal'' you dont get the tech free from the start, which is exactly why I like it more, I prefer to force Me and AI to research it.
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