Hmm, yeah, you don't get the Astral in that one - the random sides aren't the same. Without modding, the only way to fly it right now is in the "Coral Nebula" mission.
so...why does the enemy get a random carrier and i dont...i dont get it isnt random suppose to be....random....but for some odd reason a carrier is restricted...
}
if (makeFlagship) {
api.addToFleet(side, "conquest_Elite", FleetMemberType.SHIP, true);
makeFlagship = false;
}
so...why does the enemy get a random carrier and i dont...i dont get it isnt random suppose to be....random....but for some odd reason a carrier is restricted...
If you navigate to C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\data\missions\randombattle1 and open MissionDefinition.java in notepad you can see the the various probability factors; just change "astral_Elite" to something other than 0 and you should be fine. Also, in this section:Codeyou can change your flagship to something other than the Conquest. I had it set to the Astral for a while, and it made for totally different experience in the random battle. Just make sure to back up any files before you edit them.}
if (makeFlagship) {
api.addToFleet(side, "conquest_Elite", FleetMemberType.SHIP, true);
makeFlagship = false;
}
Ohh, that is pretty cool, I'll have to give it a try. Btw, is there a file in there with a list of the proper file level names for all the ships? i.e. astral_Elite and conquest_Elite, clearly it wouldn't like it if I just guessed at the exact names, etc, ha ha. :) Forgive me if the answer is obvious, I don't poke around in the guts of this game much at all. :)
Yep, that's the way to see it - the ship variant ids are actually inside the files, but the names *should* match those exactly - but that's just a matter of convention. Renaming one of those files wouldn't change/break anything in the game.
If you're feeling particularly adventurous, you could actually edit the variant files by hand to set whatever weapons you like (the full list of weapons is in "data/weapons/weapon_data.csv").
If you're feeling particularly adventurous, you could actually edit the variant files by hand to set whatever weapons you like (the full list of weapons is in "data/weapons/weapon_data.csv").
Good thing, too; how else was I going to stick 22 HILs on a Conquest?
I hope you added some gratuitous flux vents and capacitors, or that'd only be fun for the 0.2 seconds it could sustain fire.
Yep, that's the way to see it - the ship variant ids are actually inside the files, but the names *should* match those exactly - but that's just a matter of convention. Renaming one of those files wouldn't change/break anything in the game.
If you're feeling particularly adventurous, you could actually edit the variant files by hand to set whatever weapons you like (the full list of weapons is in "data/weapons/weapon_data.csv").
Excellent! :) Looks like I'm going to have some data editing fun when I get home tonight, lol.
Excellent :) Just FYI, you don't have to change slot types - anything you put in the variant file will work.
Yep, you got it right. And yeah, not exactly intended for manual editing, although the variant files aren't so bad (been manually tweaking those myself until just recently, where I set up an option for the refit screen to overwrite those - got a lot more fun to tweak, I'll tell you!)
Can i find infos about carriers anywhere? How many ships they can carry, how often they auto undock, what time they are in space ect.? Or is there a shiplist where i can find every single statistic of the ship?Is the in game codex not enough?
Can i find infos about carriers anywhere? How many ships they can carry, how often they auto undock, what time they are in space ect.? Or is there a shiplist where i can find every single statistic of the ship?Is the in game codex not enough?