Is it possible to change ship stats via reseach

it's about produced ships having missing shield hp ._. halp

Hi. I managed to make a buff given by research that applies extra shield hp and hull hp to a specific ship. However, when this ship is produced and it leaves the dock, the extra hp are missing and the ship must regenerate/repair itself to that value. Plus, it takes an ability slot away - and this is not my actual intention.

Additionally, the new values are not revealed in the ship popup/stats in the build menu. I possibly have to edit something else so it shows up here, but I don't know where. :(

 

Is it possible to edit the stats of a specific ship via research so that it does not require an ability slot?

I know that shield/weapon/hull upgrades exist but I would like to apply such researchable upgrades to a specific ship rather than the entire ship pool. Is this possible?

 

I'm thankful for any help

 

 

15,434 views 11 replies
Reply #1 Top

:(

 

You can do a research locked weapon, but that's it.

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Reply #2 Top

There is one other way but it involves creating the frigate from an ability. Look at the Tech Sova Carrier deploy combat turret ability. Frigates spawned this way can have up to three levels of stats. It won't work from the Frigate Factory though.

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Reply #3 Top

Damn, i really loved the idea of shipstat-upgrades via research. Thanks anyway both of you :)

Reply #4 Top

psychoak & zombiesrus, what about the researches RESEARCHSUBJECT_ARMORTECH0.entity to RESEARCHSUBJECT_ARMORTECH3.entity, RESEARCHSUBJECT_ARMORPHASE0.entity, RESEARCHSUBJECT_ARMORPHASE1.entity, RESEARCHSUBJECT_ARMORPSI0.entity & RESEARCHSUBJECT_ARMORPSI1.entity? all of these ADD a small percentage to the hull/armour on ships/structures and then there is the shield researches RESEARCHSUBJECT_SHIELDMAXMITIGATION.entity, RESEARCHSUBJECT_SHIELDSPHASE0.entity, RESEARCHSUBJECT_SHIELDSPHASE1.entity, RESEARCHSUBJECT_SHIELDSPSI0.entity, RESEARCHSUBJECT_SHIELDSPSI1.entity, RESEARCHSUBJECT_SHIELDSPSI2.entity, RESEARCHSUBJECT_SHIELDSTECH0.entity, & RESEARCHSUBJECT_SHIELDSTECH1.entity which increase the SHIELD values, and on top of that is the weapon researches that increase the weapon stringths/shield bypass etc.

harpo

Reply #5 Top

I know that shield/weapon/hull upgrades exist but I would like to apply such researchable upgrades to a specific ship rather than the entire ship pool. Is this possible?

He was asking about limiting research to a specific ship type, not the global modifiers that affect all ships and structures.

 

Reply #6 Top

@ParadePartizan if you've got any other questions feel free to ask. There's lots of people that will help out on this forum.

Also, check out this wiki I put together... It can help answer lots of questions on what values are allowed, etc...

http://code.google.com/p/soaseplugin/wiki/Syntax

Reply #8 Top

My assumptoin that is what psychoak (modder for SOA2) was referring too which allows weapons and mesh upgrades to occur with research. Research such as this applies to all ships that benefit from that research whether they have already been built or not.

 

Reply #9 Top

I used and modified the Lakota Refit myself for adding shields and hull to a specific ship, however its actually a buff given by an ability, and thats what i try to avoid. Furthermore the extra hull and shield hp dont appear in the statinfo in the shipyard because the buff is applied after the ship leaves the dock, so the ship has to recharge both of em :/.

 

Ps: I got another Question for ya ;)...i tried to get rid of trade ships to increase the performance in lategame, but when i set the shipcount to 0 in the tradeport-file, the tradeports dont generate any trade income. Only after i set the count to 1 minimum and the ship spawns out of the port, the trade income is working. Any idea how to make some trade income without any tradeship?

Reply #10 Top

Quoting ParadePartizan, reply 9
Ps: I got another Question for ya ...i tried to get rid of trade ships to increase the performance in lategame, but when i set the shipcount to 0 in the tradeport-file, the tradeports dont generate any trade income. Only after i set the count to 1 minimum and the ship spawns out of the port, the trade income is working. Any idea how to make some trade income without any tradeship?

Don't know if it is possible without tradeship... but if performance is the issue, simply make a new model...

By example, a simple 3 side pyramid ( 4 triangles ) with a small texture ( 32x32 by example )... scale the model down in a way they they will always be smaller that a pixel, same at max zoom... onscreen result, will be a single dot with the general color of your texture and a icon... maybe it is possible to have no texture at all...

Can work in a similar way for the rafinery ship...

In late game, when planet are fully develop, it is a good idea to shutdown the "planet elevator" thing in the "effects"... each piece is only a few poly but their are so numerous on fully develop planet...

Reply #11 Top

Didn't the Lakota Refit do this to the Excelsior Class in SOA2?

 

Yeah, it pissed me off so much that I got rid of that portion.  The current Lakota refit only applies weapon, armor and regeneration upgrades, no hit point boosts.