Move cost defines how much energy is used for movement. Movement is defined in the "turn mode" and "move cost" areas. (higher than 6 will cause game to crash) in each one of the areas and you will haveĤ fighter groups made up of 6 fighters each!Ħ.
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Ships just find the area that says fighter bay 1 through 4 and place the value of 6 By changing the "launch rate" value you can define how many shuttles can launch before the ship needs to recharge itself for more launches. I have successfully made the max value of all the different types of shuttles 30 and the base value 10 which allowed me to purchase quantities of 10,20, or 30 shuttles of each type while in spacedock during the game. The base value is the max value divided by 3. Shuttles are defined as base and max values. Just go to the area that reads "Cloak num" and place a value for how much energy you want is to cost to run the cloak.ĥ. Cloaking is very easy to add to any ship. I do know that if you put the value ALL as an arc, the weapon will fire from any angle.Ĥ. Weapons are arranged in these areas: heavy weapon (photons,rockets, plasma, ect) and weapon (phasers, disruptors, ect). You can only modify the existing weapon hardpoints. You can also change the number of weapons (up to 4) within an existing group(missiles can accept upto 7). Weapons can be changed to any type within an existing group. Shield 1 + shield2_6 x 2 + shield3_5 x 2 + shield4.ģ. Therefore the values in Shield 2_6 & Shield3_5 each represent 2 sides of the ship. Shield values are located in the following areas: Shield 1, Shield 2_6, Shield 3_5, Shield 4, Shield Total. Shields can be modified to very high values for Federation ships (2000) but Klingon ships don't seem to be able to reach as high. Engine values are located in the following areas: R_L_Warp, C_Warp, Impulse, Apr, Battery.Ģ. I know that Federation ships can't seem to go over 150 each but other races ships might beĪble to go higher. The highest I have tested the engine output to is 120 each. Here are some hints on modifying the "sfbspc13.txt" file.ġ. When playing multiplayer all players must have the same file (modified or not) in order to play. You will also need to remove the read only attribute from the file.(This is done by going into the properties of the file"sfbspc13.txt". The file is called "sfbspc13.txt"Īnd it is located in assets\specs\sfbspc13.txt" in the main directory of the game.īy modifying these fields you can make any ship have all sorts of features.Īdd more transporters, troops, mines, ect.īe sure to save the original file in a safe place before modifying it so you can return Change anythingĪll the starships configuration data (weapons, shields, engines, ect.) is stored in aĭelimited text file which can be accessed by excel. Trade in your ship, big or small your choice and in return you will also You will notice the trade in value of your At the "F-FF" "BPV" value change to 1000 or higher. In the main directory of the game using Exel. Open the file called "sfbspc13.txt" and it is located in "assets\specs\sfbspc13.txt" Then save the game & exit to windows.(Any ship will do as long you remember the ship class.) If playing as a federation late era, you will start with an "F-FF" frigate.
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Prestige Points 2įirstly start a campaign game, any race & era will do. Load game then go to Shipyard menu.You will notice the trade in value of your ship is high.Trade in your ship, big or small your choice and in return you will also get an extra prestige from the balance.You can repeat over and over again. At the "F-FF" "BPV" value change to 1000 or higher.Save then return to game. Open the file called "sfbspc13.txt" and it is located in "assets\specs\sfbspc13.txt" in the main directory of the game using Exel. If playing as a federation late era, you will start with an "F-FF" frigate.Then save the game & exit to windows.(Any ship will do as long you remember the ship class.) Firstly start a campaign game, any race & era will do.