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what can we do and what can't we do


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  • 2 weeks later...
I'll have to try it again now that it's RTM, but in the beta there was no way (that I could find) to have more than two fighter types buildable by a capital. Could cause a problem if we want to have say stardestroyers capable of building/holding TIE Fighters/Interceptors/Bombers/Defenders/Etc
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Also I belive we can't have squadrons like in homeworld. So all ships have to be single. This could be a problem for having standalone hyperspace able fighter squadrons.

 

There is actually a squad function that the fighters get wrapped in.. the question is whether it's hard coded to be attached to something or if they can be made to be controlled independently.

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  • 1 month later...

Research modifiers in use in the main game:

 

AllegianceFromCultureMaxPerc
AllowGalaxyTravel
AllowWormHoleTravel
AntimatterCapacityAdjustment
AntimatterRegenAdjustment
ArmorBaseAdjustment
BlackMarketBuyPriceAdjustment
BombingDamageAsDamageDealerAdjustment
BombingDamageAsDamageTargetAdjustment
BombingPopulationKilledPercAsDamageTarget
BombingRangeAdjustment
BountyBoughtAdjustment
BountyCollectedAdjustment
CapitalShipAngularThrustAdjustment
CapitalShipCultureProtectRateAdjustment
CapitalShipMaxSlotLevel
CapitalShipMaxSlots
CapitalShipMaxTrainableLevel
CargoShipCapacityAdjustment
CreditCostAdjustment
CultureAntimatterRegenAmount
CultureEnemyBuildRateAdjustment
CultureResistPercent
CultureShieldMitigationAdjustment
CultureSpreadDecayAdjustment
CultureSpreadIsAlwaysVisible
CultureSpreadRateAdjustment
CultureWeaponDamageAdjustment
DerivativeCreditsFromPurchasesPercent
DerivativeCreditsFromTradePercent
ExperienceAwardedAdjustment
ExperienceConstantGainLevelCap
ExperienceConstantGainRate
ExtractionRateCrystalAdjustment
ExtractionRateFromResourceFocus
ExtractionRateMetalAdjustment
HangarFightersPerSquadAdjustment
HullPointsMaxAdjustment
HullPointsRegenAdjustment
HyperspaceAntimatterCostAdjustment
HyperspaceBetweenSystemSpeedAdjustment
HyperspaceChargeUpRateAdjustment
HyperspaceDetectionAnyJumps
HyperspaceDetectionOneJump
HyperspaceDetectionTwoJumps
HyperspaceExitDistanceAdjustment
HyperspaceInSystemSpeedAdjustment
HyperspaceSpeedPhaseGateAdjustment
IncomePercLost
MassReduction
ModuleBuildRateAdjustment
ModuleCostForSimilarTypesAdjustment
PirateStrengthAgainstYouAdjustment
PlanetHealthRegenRateAdjustment
PlanetIsColonizable
PlanetPopulationCapAdjustment
PlanetsDetectedByCulture
PlanetSlotsCivilianIncrease
PlanetSlotsShipsAdjustment
PlanetSlotsTacticalIncrease
PlanetUpgradeBuildRateAdjustment
PlanetUpgradeCostAdjustment
PopulationGrowthRateAdjustment
QuestDeadlineAdjustment
QuestFailureHappinessAdjustment
QuestRewardHappinessAdjustment
RebellionLevel
ResearchBuildRateAdjustment
ResearchCostAdjustment
ResourceCostAdjustment
SalvageWreckagePercent
ScuttleRateAdjustment
ScuttleValueAdjustment
ShieldMaxMitigationAdjustment
ShieldPointsMaxAdjustment
ShieldPointsRegenAdjustment
ShipBuildRateAdjustment
ShipMaxSlotLevel
ShipMaxSlots
TradeGoodsValueAdjustment
WeaponDamageAdjustment
WeaponIgnoresShieldsAdjustment
WeaponRangeAdjustment
WeaponRateOfFireAdjustment

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Research linked types:

 

linkedPlanetType "Desert"
linkedPlanetType "Ice"
linkedPlanetType "Ocean"
linkedPlanetType "Terran"
linkedPlanetType "Volcanic"
linkedPlanetUpgradeType "ArtifactLevel"
linkedPlanetUpgradeType "Infrastructure"
linkedPlanetUpgradeType "Invalid"
linkedWeaponClass "AUTOCANNON"
linkedWeaponClass "BEAM"
linkedWeaponClass "FLASHBEAM"
linkedWeaponClass "GAUSS"
linkedWeaponClass "Invalid"
linkedWeaponClass "LASERPSI"
linkedWeaponClass "LASERTECH"
linkedWeaponClass "MISSILE"
linkedWeaponClass "PHASEMISSILE"
linkedWeaponClass "PLASMA"
linkedWeaponClass "PULSEGUN"
linkedWeaponClass "WAVE"

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