Hello to everyone around,
lately I had the idea to eliminate the transporter id and give the abilities to either colony ships or cruisers.
That would mean to do a lot of id replacing and I asked myself, if anybody had already a table of addresses for such an task.
Or are the subroutines known where the special functions are coded?
Live long and prosper, Newman
modding transporter ship id
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Re: modding transporter ship id
UE will edit production value (ability to colonize/terraform) this was a bug in vanilla and most mod prevent this even if a value is set with UE.
this topic might shed some light for you
viewtopic.php?f=239&t=949
thunderchero
this topic might shed some light for you
viewtopic.php?f=239&t=949
thunderchero
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- Cadet 3rd Year
- Posts: 14
- Joined: Wed May 27, 2015 11:58 am
Re: modding transporter ship id
Hi thunderchero,
thanks for the quick response.
I am using with colony ships some code changes already (Sct's tech related terraforming rate and fixed numbers of buildings), so production value is meaningless with colony ships.
What I have in mind is to eliminate the ship class #9, which is related to troop transporters and asing the troop transporter abilities to the cruiser (#4 iirc, #5 is colony ship, #0 is scout, #1 destroyer, #3 attack cruiser - I guess, the command ships are #2? Or did I mixed up cruiser and command ship ?).
That would mean, to change the coded functions of #9 to #4 (or #2, depends)
I had #5 as alternative in mind, but that would result in to much new systems for the player and the AI is known for its resistance against any working tactics aside from money cheats...
And I can't remember to read something about this on the forum.
thanks for the quick response.
I am using with colony ships some code changes already (Sct's tech related terraforming rate and fixed numbers of buildings), so production value is meaningless with colony ships.
What I have in mind is to eliminate the ship class #9, which is related to troop transporters and asing the troop transporter abilities to the cruiser (#4 iirc, #5 is colony ship, #0 is scout, #1 destroyer, #3 attack cruiser - I guess, the command ships are #2? Or did I mixed up cruiser and command ship ?).
That would mean, to change the coded functions of #9 to #4 (or #2, depends)
I had #5 as alternative in mind, but that would result in to much new systems for the player and the AI is known for its resistance against any working tactics aside from money cheats...
And I can't remember to read something about this on the forum.