Removing Speed Bonuses for Starting Fleet.

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Im trying to figure out how to remove the speed bonuses that are appartently applied to your starting Survey Ship, Colony Ship and Mining Ship.   It appears to me that these starting core ships start with a +2 to speed.  I have experimented by commenting out the components for those vessels in the GC2Ships.xml, and even with no drives attached, these vessels enjoy a speed of three.    Any ships I create in game that do not have drives of any kind, have a speed of 1.

Is there anyway to remove this +2 bonus that is given to the three starting core ships, or is this hardcoded?

I hope I explained myself well, let me know if you need clarification on anything.

Thanks in advance!

SA75

12,760 views 9 replies
Reply #1 Top

Okay, it turns out I'm crazy and the above is wrong.  That only seems to happen with upgrading my Space Miner.

So to revise my request, is there any way to mod the game so that not having a hyperdrive of any kind on a ship either results in a speed of 1 spaces per turn, or better yet, 0 spaces per turn?

Thanks again for any insight.

 

SA75

Reply #2 Top

Right off the top of my head, you could give every race a speed penalty like the Arceans in TA.  Hit every race with that and you won't have the base 2 speed anymore.

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Reply #4 Top

Good idea, but not exactly what I needed.   That value is a percentage of total speed + or -.   I just want to reduce the base number of tiles to 1 from 3.   It appears now that my original assumptions were wrong, it appears that the Space Miner is reduced to moving 1 tile per turn after improving an asteroid (at least thats the effect I am seeing with the latest TA version)

I just want to have it so that no Hyperspace drives on a ship equates to only being able to move 1 tile (or preferably 0 tiles) per turn.

Surely this must have been brought up before, I just can't seem to find anything through the search.

Any further assistance and input is appreciated!


SA75

Reply #5 Top

+/- speed is not a percentage value.  +/-10 speed is +/- 1 real speed.

I'm tempted to assume you're playing either DA or DL since you reference a base speed of 1-in TA the base speed is 2.  If you are indeed playing TA, as your most recent post seems to suggest, then you need to find two things-whatever is causing the discrepancy between the 2 speed your modded core ships should be and the 3 speed they are showing up as-and secondly, how you are managing to see 1 speed ships in the first place, since TA's base speed is 2.

To which I would ask, have you actually built any new ships, or were you simply looking at the ships you've built in the shipyard?  The shipyard's shown speed and range are not quite correct-range is modified by map size, while speed fails to account for racial bonuses.  In addition, the shipyard shown speed does not seem to recognize a base speed as such, which wasn't a problem in DL/DA where base was equal to minimum, but will result in TA ships showing up 1 speed slower in the shipyard than in game (with no racial bonuses, even).

I haven't personally tried modding the default ships but I see no reason why their speed would be "fixed"-they are to my knowledge not unique in any sense.  The components for the starting ships -might- be fixed, though, which would result in an apparent speed fix as well.

Ships move at 1pc/wk when moving off of an asteroid field.  The following turn, they are restored to full speed.

Minimum speed is 1, so you can't have a ship that moves 0pc/wk.  (We call those starbases, actually, and you can't put engines on them.)

For what it's worth, I don't see more than a cursory mention of the flagship.  In the above scenarios, it is 4 speed, yes?  And have you or have you not modded it as well?

Reply #6 Top

Thanks for your post, it is VERY informative.

I am indeed using TA.  I had assumed that the 10 was a percent, I stand corrected.  Im back to modding GalCiv2 after a lengthy hiatus, so Im rusty with some of the values and whatnot.

As it stands, I have removed all engines off the Colony, and Miner ships, and changed the Flagship to have just 2 Hyperdrives instead of the Ion Drives in the GC2Ships.xml.  The 1 movement I saw on the Miner, is undoubtedly from exiting an asteroid belt as you have described, and clarifies that matter adequetly.

Currently with this setup then i see:

3 moves for the colony ship as terran with no engines (either default core, or one made in the shipyard)
3 moves for the miner ship as terran with no engines (either default core, or one made in the shipyard)
5 moves for the flagship as terran with 2 basic hyperdrives

This is also on an immense map, which may be part  the reason for the 3 moves default. 

I am okay with a movement speed of 1 for a ship with no drives, if I can get it to that on an immense map. 

What I will try is reducing each of the races speeds in the RaceConfig.xml by 20, and in theory that should produce the effect I am looking for.

Thanks again for your help!

SA75

 

Reply #7 Top

Oh, you're Terran?  Terrans get +1 speed as a free (inherent) racial bonus.  That's why your ships are speed 3 instead of 2 (base).

Reply #8 Top

Yeah, I also realised why I was seeing no changes when I modded the file, I forgot to change the corresponding .raceconfigxml in the My Documents for my race (Terrans, I just changed the name)

With a -10 for speed, successfully reduced speed to one.   I got the effect I wanted,  just caused myself alot of confusion in doing so.

Thanks to both of you for your help!

Cheers!

SA75

Reply #9 Top

Hello :beer:

On the subject of starting ships, I like to use my own style of starting ships but I don't want a red flag either. So how do you change your starting ships?

Thank you :sun:

XD  

Mmm Rain it will Mmm