Can't improve pirate raids.
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Sins Forums
I've been tweaking around with the gameplay.constants file, trying to make a mod with more deadly pirates. I want to add new ship types to later game pirate raids, so that I can place capital ships into the forces. But every time it gets to that point, the game crashes.
This is a sample block of data that I've tweaked:
I have checked the pirate files, and they do have data for using TECH capital ships. From the looks of it they aren't missing anything that the tech race has.
What am I doing wrong here?
This is a sample block of data that I've tweaked:
pirateRaidComposition:2
requiredShipCount 0
randomShipCount 6
randomShip
type "FrigatePirateScout"
weight 2
randomShip
type "FrigatePirateMedium"
weight 8
randomShip
type "FrigatePirateHeavy"
weight 5
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 3
randomShip
type "CAPITALSHIP_TECHCOLONY"
weight 1
requiredShipCount 0
randomShipCount 6
randomShip
type "FrigatePirateScout"
weight 2
randomShip
type "FrigatePirateMedium"
weight 8
randomShip
type "FrigatePirateHeavy"
weight 5
randomShip
type "FrigatePirateAntiFighter"
weight 3
randomShip
type "FrigatePirateSiege"
weight 3
randomShip
type "CAPITALSHIP_TECHCOLONY"
weight 1
End of quote
I have checked the pirate files, and they do have data for using TECH capital ships. From the looks of it they aren't missing anything that the tech race has.
What am I doing wrong here?

