How do I put more squads on Carriers?

I've gone through the gameinfo stuff after converting it, but can't figure out where to change, say, the 3 squads on a TEC carrier to 6.  Am I in the wrong file or something?

3,447 views 6 replies
Reply #1 Top

I think the amount of squads is hard coded but you can add more units to each squad but this will effect hangars and capitals as well. You can also make a new squads of heavy bombers or interceptors.

Reply #2 Top

I haven't tried this yet, but find these lines in CAPITALSHIP_TECHCARRIER.entity

CommandPoints
 StartValue 3.250000
 ValueIncreasePerLevel 0.550000

The StartValue is how many squads you start out with at level 1 - and it rounds down. The ValueIncreasePerLevel is the rate at which new squads are added as the ship levels up. So for this example: level 1= 3.25 = 3 squads ; level 2 = 3.8 = 3 squads ; level 3 = 4.35 = 4 squads ; etc.

Alternately, you could use an ability to add extra squads. If you look at BuffPsiCommand.entity from the AbilityPsiCommand.entity (the Adept Drone Anima ability that adds extra squads to the Halcyon Carrier), it has this entityModifier:

numEntityModifiers 1
entityModifier
 buffEntityModifierType "BonusMaxSquads"
 value
  Level:0 1.000000
  Level:1 2.000000
  Level:2 3.000000

 

Quoting myfist0, reply 1
but you can add more units to each squad but this will effect hangars and capitals as well.
End of myfist0's quote

 You do this via research, and it does not affect all squads in your empire. From RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_PSIHANGARDEFENSE.entity :

researchModifier
 modifierType "HangarFightersPerSquadAdjustment"
 baseValue 0.000000
 perLevelValue 1.000000

 

Quoting myfist0, reply 1
You can also make a new squads of heavy bombers or interceptors.
End of myfist0's quote

 You can have up to 4 different types of squads on each ship/unit

Hope this helps!

Reply #3 Top

myfist i think hes saying he wants to change the amount of squads a carrier can hold,not the amount of types of squads.

Reply #4 Top

If you want to change the number of squadrons a frigate can carry, or the type of squadron, then open the text file for that carrier and find these lines:


squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 90.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 150.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 2

If, on the other hand, you want to alter the base number of fighters per squad, then open the file called "SquadTechCombat" (replace tech with Psi for advent or phase for vasari, and replace combat with bomber for bombers) and find these lines:

scuttleTime 10.000000
fighterConstructionTime 22.000000
decayWithoutOwnerRate 0.010000
baseMaxNumFighters 6

In both instances, you want the last line of the sequence.  Incidentally, if you want to change the individual values for the indif=vidual fighters (damage, armor, etc) then find the filethat looks like "FighterPhaseBomber" or "FighterPsiCombat" and change the values in the pertinent lines.

 

Reply #5 Top

assuming  misterhamtastic is after changing the number of fighter/bomber squads per carrier cruiser, the answer IS the maxNumCommandPoints line in the FrigateTechCarrier.entity/FrigatePsiCarrier.entity/FrigatePhaseCarrier.entity.

joecool is pointing out the correct area for the capitals and trooperscooper7 almost drowned you in too much detail.

harpo

 

Reply #6 Top

AlmostXD ?  Sorry, I have a tendency to unwittingly get sidetracked with absurd levels of detail, as I like to think that too much information is preferable to too little...