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Published on September 12, 2008 By BladeRunner08865 In Sins Modding

Anyone have a file or mod to remove the training cap for capital ships. Like being able to train them to ten instead of 4.


Comments
on Sep 12, 2008

You can edit this in the gameplay.constants file. There's a section there that sets up leveling for capitals. You'll see that the the first couple have lines that set the training costs, and all you have to do is write in the same thing (and whatever costs you like) all the way up to the last level.

on Sep 13, 2008

First, I haven't modified my constants file yet,.... My gameplay.constants file already has this in it:

CapitalShipData
  ExperienceLevelData:0
   ExperienceNeededForNextLevel 200.0
   ExperienceGainedForDestroying 60.0
   UpgradePriceForNextLevel 1250.0
  ExperienceLevelData:1
   ExperienceNeededForNextLevel 500.0
   ExperienceGainedForDestroying 80.0
   UpgradePriceForNextLevel 1500.0
  ExperienceLevelData:2
   ExperienceNeededForNextLevel 900.0
   ExperienceGainedForDestroying 110.0
   UpgradePriceForNextLevel 1750.0
  ExperienceLevelData:3
   ExperienceNeededForNextLevel 1500.0
   ExperienceGainedForDestroying 150.0
   UpgradePriceForNextLevel 2000.0
  ExperienceLevelData:4
   ExperienceNeededForNextLevel 2300.0
   ExperienceGainedForDestroying 200.0
   UpgradePriceForNextLevel 4000.0
  ExperienceLevelData:5
   ExperienceNeededForNextLevel 3300.0
   ExperienceGainedForDestroying 260.0
   UpgradePriceForNextLevel 2400.0
  ExperienceLevelData:6
   ExperienceNeededForNextLevel 4500.0
   ExperienceGainedForDestroying 310.0
   UpgradePriceForNextLevel 2600.0
  ExperienceLevelData:7
   ExperienceNeededForNextLevel 6000.0
   ExperienceGainedForDestroying 390.0
   UpgradePriceForNextLevel 2800.0
  ExperienceLevelData:8
   ExperienceNeededForNextLevel 7800.0
   ExperienceGainedForDestroying 480.0
   UpgradePriceForNextLevel 3000.0
  ExperienceLevelData:9
   ExperienceNeededForNextLevel 0.0
   ExperienceGainedForDestroying 580.0
   UpgradePriceForNextLevel 0.0
  LevelUpEffectName "CapitalShip_LevelUp"
  LevelUpEffectSoundID "CAPITALSHIP_LEVELUP"
  PurchaseNextLevelTime 90
  

and yet, I still can't upgrade past lvl 4... Even though there is already info for it... any ideas or suggestions?

 

 

on Sep 13, 2008

Also, I did notice that the cost for lvl 4 was higher that the cost for lvl 5 and up,... Before I actually spend the time changing the file, would increasing the cost of lvls 5 - 10 fix this so that I can buy the levels?

Just wandeing if anyone actually knows the answer before I take the time to try it.

 

on Sep 14, 2008

Never mind, I figured out a workaround to the problem...

For anyone else interested in increasing their capital ship levels through training, it really isn't that hard to do...

First, if you don't already have it, download "Forge Tools [Beta]" from the download menu above.

Follow the directions labeled "SINS_modset" provided in the "Documentation" folder to create your own mod for the game,... The directions for that part are REALLY simple to follow.

After you have created a "GameInfo" folder with the reference data, ...

all you need to do is to find the files labeled:

"RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPHASE0"

"RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPSI0"

"RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELTECH0"

and open them with notepad...

Within these files, there is a section that looks like this:

researchModifier
 modifierType "CapitalShipMaxTrainableLevel"
 baseValue 2.000000
 perLevelValue 1.000000

Before I continue, I need to explain one thing - Capital ships begin at level 1 already, this is important to remember, I promise I'll explain why shortly... but first, i'll continue...

Ok, now to explain what you'll be doing... The file that you are editing is the research file under the "milatary" branch of your technology research tree for "Basic Crew Training" (which requires 4 milatary structures). This file deturmines how many levels you can train at start, and how many additional levels you can train once you actually do the research.

"baseValue 2.000000" means that you begin with the ability to train up to level 3 - "But wait!", you say... "The base value is only 2., so how is that three levels?" - It isn't... - Now for the explaination I promised earlier... Your Capital ship already begins at level one... having a base value of 2. lets you train two more times, for a total of three levels...

If you set the baseValue to 5.000000 for example, you'll be able to train your crew up to level 6 without even doing the research in the milatary technology tree...

The perLevelValue 1.000000 means that after you actually do the research, you gain that many more times, that you can train your crew, so if you set the perLevelValue to 3.000000 then once you do the research, you may train your crew an additional 3 times.

If you're still with me so far, then i'll just give one more example explaination

If you changed this:

researchModifier
 modifierType "CapitalShipMaxTrainableLevel"
 baseValue 2.000000
 perLevelValue 1.000000

to look like this:

researchModifier
 modifierType "CapitalShipMaxTrainableLevel"
 baseValue 4.000000
 perLevelValue 3.000000

then you'll begin the game with the ability to train your Capital ships to level 5, and once you conduct the research for "Basic Crew Training", you'll then be able to train your Capital ships to level 8.

Side note: You could put the baseValue at 9.000000 and the perLevelValue to .000000 and simply start the game with the ability to train your capital ships to level 10 without even doing the research at all.

Hope this helps people.  JC