Cap Ship strike craft limits

I'm trying to toy around with modding in more capital ship variants to the game. Right now im working on a Kol Battleship that's slightly offensively weaker than its normal self, but can carry strike craft right away. I can't find what I need to edit to change this though. Where should I be looking?

Edit; I loading this mod into Sins, and I get a minidump crash everytime I try. Am I trying to reference something wrong?
5,638 views 5 replies
Reply #1 Top
WWW Link
i think this is what you are talking about, and if you arent make sure you copy the whole gameinfo folder
Reply #3 Top
I dont know a thing about what to do, let alone see any of it. =/
All the letters/Numbers are all bunched up. It hurts my eyes.  :SNIFF!: 
Reply #4 Top
You are probably looking at the binary version of the files which came with the game. You have to go here: WWW Link and download the text version of those same files. There is also a handy .pdf file explaining a few things about modding.
Reply #5 Top
once you get the CAPITALSHIP_TECHBATTLESHIP.entity, you're looking for these sections:

weapon
tabbed stuff

there's a bunch of lines that say DamagePerBank: (direction in caps) number. the number is the strength of a salvo, and this is pretty self-explanatory once you look around. to change the rate of fire, change PreBuffCooldownTime to the length in seconds you want. the beam also has a duration, which is how long the shot lasts, and for each second the shot lasts, the damage is inflicted.

To change the number of squadrons:
CommandPoints
StartValue 0.600000
ValueIncreasePerLevel 0.200000
once this hits one, you get a squadron, so if you increase StartValue to 1.0, that'll give you a squadron right away, and increasing ValueIncreasePerLevel will get it more fighters at higher levels.

Hope this helps!

if you want any other stuff, just ask.