Idea: unfairly powerful battleships

I have an idea but I don't know how to mod. I'd like to alter the value of the damage done by each of the factions  battleships main weapon, particularly for the TEC with the Kol's main laser cannon. I'd like it so that one shot, at anything including a starbase maxed out for hull and shield, can obliterate the target. Perhaps increase the firing rate too, to match the rate at which the Vasari battleship fires. Basically, I'd like it to be "One shot, one kill".

16,520 views 18 replies
Reply #1 Top

You can tweak the weapon damage in the ship's .entity file. Simply increase this value to something insane, like 10 000 and you'll get your one shot one kill gun.

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Reply #2 Top

What program should I use to open the file with? I've tried using Notepad, Word, and Wordpad just now, but they do not show the characters properly. I'm assuming "CAPITALSHIP_TECHBATTLESHIP" would be the proper file to alter for the Kol? Just haven't done this kind of altering before.

Reply #3 Top

meh... slightly over 9000 should be fine....

Reply #4 Top

That's because the entity files are normally in binary format, you need to convert them to .txt format so you can edit them. Use ConvertData.exe from the mod tools, you should find it in your Sins installation directory.

Reply #5 Top

:)  You can also use Dekranic's or Harpo's gui program to load the convertdata.exe to translate them. After that, just change out the damage value in the Kol entity file, the TechBattleShip you mentioned is the right one, just as ManShooter suggested and you will have your One Shot Gun, haha, that would make for short battles wouldn't it.  :)

Remind me not to play Advent against your Tec, haha, i will lose bigtime!!  :)

-T

 

Reply #6 Top

I looked at Harpo's, the file extension is .rar and I'm not sure how to use that. The convertdata.exe pops up for a half second or less and goes away. Not sure how to do this, so is there a tutorial somewhere?

Reply #7 Top

.rar is like a zip file... only gay... in that you cant use the basic unzipper on your computer... I suggest zipeg... its a great unzipper and works on .rar, .zip, .7z, and a few others.  (and free)

Reply #8 Top

Man, I got so used to .rar files I have to remember not to upload my mod in that - seems a lot people have never heard of it.

Convertdata.exe is a command prompt executable. That means you have to start it from the command line (for windows XP thats: Start->Run-> type cmd in the box and press enter)

I suggest using gui interfaces Teal mentioned, they're much more user friendly.

Reply #9 Top

I was thinking of reviving an very old project that was dump when the user when offline... some you people might remember it, I believe it was developed by jjz..., anyways it will basically read the file in either binary or text format, then will save it in a text format or back into binary...

Reply #10 Top

this is the future we all use .rar i never see .zip files.... well I believe that we should keep all the same ships but add titan classes but one shot kill is a little extreme unless its a small ship

Reply #11 Top

I agree with razerovblight in that oneshoting a hc or cap would be a NOT FUN idea, especially when the easy ai does it to you or an unfair does it to your fleet when you were trying to do it to its fleet.

harpo

 

Reply #12 Top

I suppose that would be bad for early game. Perhaps capital ship shields could be increased, but still the frigates could be taken out in one shot and the crusiers about the same.... Starting to sound like the Real Cap Ship mod, though I couldn't get that to work.. the only one that I've gotten to work so far is the More Hangar Space mod, and I've only used that prior to playing Entrenchment.

Reply #13 Top

or perhaps the battleships would be researchable.

Reply #14 Top

Quoting Whiskey144, reply 13
or perhaps the battleships would be researchable.

 

Like, putting "DeathStar Power Laser" at the same distance to be researched as the Novalith Cannon?

 

Or do you mean making the Capital Ships have to be researched before they can be built?

 

Reply #15 Top

well, having the uber-cap be a research mid-to-late game (likely late game) researchable tech. Probably tier 6/7 would be good, as it shouldn't come out at the end like a superweapon.

Reply #16 Top

Giving it the same fire rate as the Kortul's pulse beams is way way too much, too. It'd be fun, sure, but it wouldn't make for an interesting game.

Now, a dedicated capital with nothing but that superlaser and with a cooldown (30 seconds, say), THAT would be a good idea.

Reply #17 Top

Quoting Will, reply 16
Giving it the same fire rate as the Kortul's pulse beams is way way too much, too. It'd be fun, sure, but it wouldn't make for an interesting game.

Now, a dedicated capital with nothing but that superlaser and with a cooldown (30 seconds, say), THAT would be a good idea.

 

Well, the reason for that idea is that I'd want the Vasari battleship and the Kol to be balanced. I suppose that the Vasari Kortul could produce less damage.

 

Hmm, would the equation be something like,

 

Damage_Kol * ShotFrequency_Kol = Damage_Kortul * ShotFrequency_Kortul ???

Reply #18 Top

Quoting numerarius5988am, reply 17



Quoting Will the Great,
reply 16
Giving it the same fire rate as the Kortul's pulse beams is way way too much, too. It'd be fun, sure, but it wouldn't make for an interesting game.

Now, a dedicated capital with nothing but that superlaser and with a cooldown (30 seconds, say), THAT would be a good idea.


 

Well, the reason for that idea is that I'd want the Vasari battleship and the Kol to be balanced. I suppose that the Vasari Kortul could produce less damage.

 

Hmm, would the equation be something like,

 

Damage_Kol * ShotFrequency_Kol = Damage_Kortul * ShotFrequency_Kortul ???

Personally I don't see anything wrong with instant capital ship killers (see my mod thread) :), but the important thing is to give it some negative effect (such as Damage/sec being lower then others). If you make the Kol instant kill, the Kol would definately win even if the damge/ sec were the same, that is if it is only a Kol vs Kortul. Since the main weapons practically auto fire the vasari player could first send in one frigate, and make it fire on it and make the kol into cannon fodder, then send in the Kortul for the kill. If the Kortul can't defeat it in the time (if damage/sec is the same it techniacally almost should), then retreat it and repeat.

Also note that if you make it so that your eqoution is High*low = Low*high then they will be specialised against different things the Kol will be good at taking out single targets such as starbasses, lvl 10 capitalships and maybe planets? while the Kortul would be good against masses of weaker units and maybe tougher ships (this is more a mather of damage/sec then shotfrequency alone).

Well that was my 2 cents on the mather hope it helped :)