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 Post subject: Re: A Special Saved Game for You
PostPosted: Sat 24 Mar, 2012 12:22 am 
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Shortbus

Joined: Tue 20 Mar, 2012 5:19 pm
Posts: 3
hey Blorfly, two interesting things for you, First, The blackbox section of the save game, you have the freighter and the carrier swapped. Second, the steam version did not ship with that saving file you posted here.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sat 24 Mar, 2012 1:00 pm 
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Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
The easy way for other phases is to edit a Phase 4 savegame to enable hangars, test it, then copy the ENTIRE hangar section to a game in another phase.

Also, get a widescreen monitor that can be turned vertically.

The game gets very interesting when you try to do things like beat the game with 1 large, 2 medium, 2 small, and 3 tiny.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Fri 06 Apr, 2012 5:33 pm 
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Ranger
User avatar

Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
my hunch was right! when you get the mothershit upgraded again for ch.4, the hangars get reset! :(

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 Post subject: Re: A Special Saved Game for You
PostPosted: Fri 06 Apr, 2012 10:05 pm 
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Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
I believe they get reset at EVERY phase.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Mon 09 Apr, 2012 11:50 am 
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Boomerang
User avatar

Joined: Mon 23 May, 2011 6:27 pm
Posts: 253
Location: UK
Wouldn't surprise me. Slots 5-8 are normally not present in save files from/before Chapter 3, so the game probably has a check there to write the 4 new hangars in (but keep them locked) and it's overwriting your current ones.

I imagine it's a holdover from earlier in development when they considered unlocking more slots in chapter 4, but decided not to closer to the beta.

I'd like to see the slots hotkeyed at least... just glad they're even there for us to use, though.

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THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


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 Post subject: Re: A Special Saved Game for You
PostPosted: Mon 09 Apr, 2012 1:37 pm 
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Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
On a random note, hacked saves can be used to rebalance the game if you don't like some aspects of recent patches. For instance, longer beams, stronger bombs, nerfing cannons can all be done by hacking specialist skills. Unfortunately, these effects are all global, so longer beams affects things like zapper drones, PD, and tractor beams. (!)


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 Post subject: Re: A Special Saved Game for You
PostPosted: Tue 10 Apr, 2012 5:02 pm 
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Shortbus

Joined: Fri 30 Dec, 2011 12:57 am
Posts: 2
I'm curious as to why they decided to remove the extra hangars. Heck, even two more ships would be nice if your mothership gets ambushed by 3 (!) Manta Rays and a Mammoth in one hold-the-line-while-we-turn-the-engines-on scenario.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Tue 10 Apr, 2012 7:47 pm 
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Shortbus

Joined: Mon 26 Mar, 2012 5:55 pm
Posts: 4
I've been messing around with the data for systems trying to make one with a high level. My save file is in chapter 3 and I can't seem to make a system with a level higher than 100. I've only tried modifying three systems so far. The solar system, and two others. The solar system seemed to work fine but the two others put me in a continuous loop of the cut scene that plays at the end of chapter 3.

so yeah, what's the deal with that?

also, don't add new systems, it screws with the star map and adds a bunch of unnecessary jump connections


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 Post subject: Re: A Special Saved Game for You
PostPosted: Wed 11 Apr, 2012 4:31 pm 
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Scout

Joined: Wed 11 Jan, 2012 6:17 pm
Posts: 40
lurkily wrote:
On a random note, hacked saves can be used to rebalance the game if you don't like some aspects of recent patches. For instance, longer beams, stronger bombs, nerfing cannons can all be done by hacking specialist skills. Unfortunately, these effects are all global, so longer beams affects things like zapper drones, PD, and tractor beams. (!)

I did a rather lengthy post about this on 1st page. Look for post from 15th of January to read more. Got a skill boost and behavior bonus sheet made from specialist script data if anyone is interested.
Also, I don't think it's possible to set skill values to be negatives, eg. for dropping skill ratings rather than increasing them.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sat 14 Apr, 2012 4:09 pm 
Offline
Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
I manage to use the CaptureBAT tool to "catch" my save game .cs file and I manage to enter and edit it a bit !
I'm in chapter 3 in the save game !

All that I've edited in that file was the hangars ! I just wanted to activate more hangars !
I will post in a SPOILER all that I've done in the Hangar section of the file
| Click to toggle: +
$LoadedHangarObject =

new ScriptGroup() {
canSaveDynamicFields = "1";
class = "HangarManager";
currentHangarIndex = "0";
maxHangars = "8";

new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "2";
currentCrew = "67";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "0";
shipID = "102810";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "3916";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink10 = "ShieldBooster_H";
externalLink11 = "CannonBooster_H";
includeInSSTDatabase = "0";
isDesign = "1";
shipArmor_Aft = "AdvancedArmor_H";
shipArmor_Front = "AdvancedArmor_H";
shipArmor_Port = "AdvancedArmor_H";
shipArmor_Starboard = "AdvancedArmor_H";
shipEngine = "H_InertialEngine";
shipHull = "HullHammerHead";
shipReactor = "H_OverchargedReactor";
shipShield = "H_QuickChargeShield";
subDesignIndex = "0";
turretLink12 = "SmallTurret";
turretLink13 = "SmallTurret";
turretLink6 = "MediumTurret";
turretLink7 = "MediumTurret";
turretLink8 = "HugeDoubleTurret";
turretLink9 = "HugeDoubleTurret";
turretWeaponLink12_1 = "SmallCannon_rapid";
turretWeaponLink13_1 = "SmallCannon_rapid";
turretWeaponLink6_1 = "MediumCannon_rapid";
turretWeaponLink7_1 = "MediumCannon_rapid";
turretWeaponLink8_1 = "LargeCannon_rapid";
turretWeaponLink8_2 = "LargeCannon_rapid";
turretWeaponLink9_1 = "LargeCannon_rapid";
turretWeaponLink9_2 = "LargeCannon_rapid";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink10 = "ShieldBooster_H";
externalLink11 = "CannonBooster_H";
includeInSSTDatabase = "0";
isDesign = "0";
shipArmor_Aft = "AdvancedArmor_H";
shipArmor_Front = "AdvancedArmor_H";
shipArmor_Port = "AdvancedArmor_H";
shipArmor_Starboard = "AdvancedArmor_H";
shipEngine = "H_InertialEngine";
shipHull = "HullHammerHead";
shipReactor = "H_OverchargedReactor";
shipShield = "H_QuickChargeShield";
turretLink12 = "SmallTurret";
turretLink13 = "SmallTurret";
turretLink6 = "MediumTurret";
turretLink7 = "MediumTurret";
turretLink8 = "HugeDoubleTurret";
turretLink9 = "HugeDoubleTurret";
turretWeaponLink12_1 = "SmallCannon_rapid";
turretWeaponLink13_1 = "SmallCannon_rapid";
turretWeaponLink6_1 = "MediumCannon_rapid";
turretWeaponLink7_1 = "MediumCannon_rapid";
turretWeaponLink8_1 = "LargeCannon_rapid";
turretWeaponLink8_2 = "LargeCannon_rapid";
turretWeaponLink9_1 = "LargeCannon_rapid";
turretWeaponLink9_2 = "LargeCannon_rapid";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "13.928";
currentCrew = "8";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "3";
myIndex = "1";
shipID = "103106";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "300";
designDescriptionBits = "4";
deviceDescriptionBits = "256";
externalLink5 = "CannonBooster_M";
externalLink6 = "ShieldBooster_M";
externalLink7 = "CannonBooster_M";
externalLink8 = "CannonBooster_M";
includeInSSTDatabase = "0";
isDesign = "1";
shipArmor_Aft = "AdvancedArmor_M";
shipArmor_Front = "AdvancedArmor_M";
shipArmor_Port = "AdvancedArmor_M";
shipArmor_Starboard = "AdvancedArmor_M";
shipEngine = "M_InertialEngine";
shipHull = "HullTug";
shipReactor = "M_OverchargedReactor";
shipShield = "M_QuickChargeShield";
subDesignIndex = "0";
turretLink4 = "MediumDoubleTurret";
turretWeaponLink4_1 = "SmallCannon_rapid";
turretWeaponLink4_2 = "SmallCannon_rapid";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "256";
externalLink5 = "CannonBooster_M";
externalLink6 = "ShieldBooster_M";
externalLink7 = "CannonBooster_M";
externalLink8 = "CannonBooster_M";
includeInSSTDatabase = "0";
isDesign = "0";
shipArmor_Aft = "AdvancedArmor_M";
shipArmor_Front = "AdvancedArmor_M";
shipArmor_Port = "AdvancedArmor_M";
shipArmor_Starboard = "AdvancedArmor_M";
shipEngine = "M_InertialEngine";
shipHull = "HullTug";
shipReactor = "M_OverchargedReactor";
shipShield = "M_QuickChargeShield";
turretLink4 = "MediumDoubleTurret";
turretWeaponLink4_1 = "SmallCannon_rapid";
turretWeaponLink4_2 = "SmallCannon_rapid";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "2";
currentCrew = "13";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "3";
myIndex = "2";
shipID = "103287";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "1";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
subDesignIndex = "0";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "0";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "2";
currentCrew = "13";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "2";
myIndex = "3";
shipID = "103287";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "1";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
subDesignIndex = "0";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "0";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "2";
currentCrew = "13";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "2";
myIndex = "4";
shipID = "103287";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "1";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
subDesignIndex = "0";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "0";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "1";
buildTime = "2";
currentCrew = "13";
currentCrewRatio = "0.5";
currentDesignIndex = "0";
maxSize = "2";
myIndex = "5";
shipID = "103287";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "1";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
subDesignIndex = "0";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "4";
externalLink6 = "SmallMinerEmitter";
externalLink7 = "MiningTractorEmitter";
externalLink8 = "MiningTractorEmitter";
includeInSSTDatabase = "0";
isDesign = "0";
shipEngine = "S_InertialEngine";
shipHull = "HullShortBus";
shipReactor = "S_OverchargedReactor";
shipShield = "S_QuickChargeShield";
};
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "-1";
myIndex = "6";
shipID = "0";
shipState = "Empty";
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "-1";
myIndex = "7";
shipID = "0";
shipState = "Empty";
};


but when I wish to load the save I get this error :
| Click to toggle: +
Image


All I wanted was to get more hangars ...basically I had :
1 HUGE
1 Large
1 Small

and I wanted to have
1 HUGE
2 Large
3 Small


Last edited by Infinitty on Sat 14 Apr, 2012 11:25 pm, edited 1 time in total.

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 Post subject: Re: A Special Saved Game for You
PostPosted: Sat 14 Apr, 2012 10:29 pm 
Offline
Scout

Joined: Wed 11 Jan, 2012 6:17 pm
Posts: 40
Infinitty wrote:
I manage to use the CaptureBAT tool to "catch" my save game .cs file and I manage to enter and edit it a bit !
I'm in chapter 3 in the save game !
but when I wish to load the save I get this error :
Image

All I wanted was to get more hangars ...basically I had :
1 HUGE
1 Large
1 Small

and I wanted to have
1 HUGE
2 Large
3 Small

Download and use the modded CRC checker file that Blorfy posted on page 2 of this thread.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sat 14 Apr, 2012 11:33 pm 
Offline
Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
damn .. how I didn't notice that post !!! :(
I've been looking like 3 times around for this thing .. I've seen other posts from other people that had the same problem but I think I've jumped over that post !

thanks. Now is working perfectly :D

I've done something just for fun ... I've got 8 Sunspots with drones ... I can't describe my "army" or drones loool =))

anyway .. I've started a new game, INSANE !! 150 Galaxy Size, 8 Hangar SLOTS ! First(main) and the rest 7 are secondary. I set it up like this :
I'm in chapter 2
Main Hangar - 3 dots size (medium)
Secondary Hangars - 2 dots size(small)

when I get to Chapter 3 I will edit my save game again since I've read here that my hangars will be restarted :( .. and I will start my chapter 3 with the following setup :
Main(1 hangar) - Huge -5 dots
Secondary(2 hangars) - Large - 4 dots
Support(2 hangars) - Medium - 3 dots
Bulk(3 hangars) - Small - 2 dots

and when I will reach chapter 4 I will go with this setup :
Main - 1 Huge
Secondary -4 Large
Support - 3 Medium

:D


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sun 15 Apr, 2012 11:26 am 
Offline
Shortbus

Joined: Thu 12 Apr, 2012 6:39 am
Posts: 9
Hmm.. the CRC checker doesn't seem to work for me or may be the way I copied the hangar code was wrong.
Shall give it a try though!
Just to double confirm, the mod still works for v1.506 Steam version right? :)


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sun 15 Apr, 2012 12:43 pm 
Offline
Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
I'm playing the version 1.506 NON Steam Version , and it works , even if you use the Steam version it will work, the only thing that changes is the location of your save game files !


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sun 15 Apr, 2012 1:06 pm 
Offline
Shortbus

Joined: Thu 12 Apr, 2012 6:39 am
Posts: 9
Yes, I successfully modified my specialist before I posted that post;
but failed when attempting to modify the hangar size as well as number of hangar, etc...

I would copy this whole part:
| Click to toggle: +
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
buildTime = "2";
currentCrew = "999";
currentCrewRatio = "1";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "0";
shipID = "414369";
shipState = "ACTIVE";

new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
currentDesignCost = "561";
designDescriptionBits = "4";
deviceDescriptionBits = "8";
externalLink1 = "MassBombLauncher_ION_Large";
externalLink7 = "KamakazieCannon_L";
externalLink9 = "PointDefenseBeamEmitter_M";
includeInSSTDatabase = "0";
isDesign = "1";
shipArmor_Aft = "TitaniumArmor_L";
shipArmor_Front = "HeavyArmor_L";
shipArmor_Port = "HeavyArmor_L";
shipArmor_Starboard = "HeavyArmor_L";
shipEngine = "L_ThrusterEngine";
shipHull = "HullHelix";
shipReactor = "L_BasicReactor";
shipShield = "L_BasicCloak";
subDesignIndex = "0";
turretLink8 = "SmallFixedTurretMod";
turretWeaponLink8_1 = "CloakBooster_M";
};
new ShipDesignDatablock() {
useMouseEvents = "0";
Enabled = "1";
Paused = "0";
Visible = "1";
Lifetime = "0";
Position = "0.000 0.000";
size = "10.000 10.000";
Rotation = "0";
AutoRotation = "0";
FlipX = "0";
FlipY = "0";
SortPoint = "0.000 0.000";
Layer = "0";
GraphGroup = "0";
MountRotation = "0";
AutoMountRotation = "0";
WorldLimitMode = "OFF";
WorldLimitMin = "0.000 0.000";
WorldLimitMax = "0.000 0.000";
WorldLimitCallback = "0";
CollisionActiveSend = "0";
CollisionActiveReceive = "0";
CollisionPhysicsSend = "1";
CollisionPhysicsReceive = "1";
CollisionGroups = "-1";
CollisionLayers = "-1";
CollisionCallback = "0";
CollisionPolyScale = "1.000 1.000";
CollisionCircleScale = "1";
CollisionMaxIterations = "3";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "CLAMP";
CollisionCircleSuperscribed = "1";
CollisionPolyList = "-1.000 -1.000 1.000 -1.000 1.000 1.000 -1.000 1.000";
BlendingEnabled = "1";
SrcBlendFactor = "SRC_ALPHA";
DstBlendFactor = "ONE_MINUS_SRC_ALPHA";
BlendColor = "1 1 1 1";
ConstantForce = "0.000 0.000";
ConstantForceGravitic = "0";
ForceScale = "1";
Immovable = "0";
ForwardOnly = "0";
AutoMassInertia = "1";
Mass = "1";
Inertia = "16.6";
Density = "0.01";
Friction = "0.3";
Restitution = "1";
damping = "0";
LinearVelocity = "0.000 0.000";
AngularVelocity = "0";
MinLinearVelocity = "0";
MaxLinearVelocity = "10000";
MinAngularVelocity = "0";
MaxAngularVelocity = "10000";
MountOffset = "0.000 0.000";
MountForce = "0";
MountTrackRotation = "1";
MountOwned = "1";
MountInheritAttributes = "1";
MaxEffects = "0";
designDescriptionBits = "4";
deviceDescriptionBits = "8";
externalLink1 = "MassBombLauncher_ION_Large";
externalLink7 = "KamakazieCannon_L";
externalLink9 = "PointDefenseBeamEmitter_M";
includeInSSTDatabase = "0";
isDesign = "0";
shipArmor_Aft = "TitaniumArmor_L";
shipArmor_Front = "HeavyArmor_L";
shipArmor_Port = "HeavyArmor_L";
shipArmor_Starboard = "HeavyArmor_L";
shipEngine = "L_ThrusterEngine";
shipHull = "HullHelix";
shipReactor = "L_BasicReactor";
shipShield = "L_BasicCloak";
turretLink8 = "SmallFixedTurretMod";
turretWeaponLink8_1 = "CloakBooster_M";
};
};


and overwrote the other hangar + modifying the index number...


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sun 15 Apr, 2012 2:26 pm 
Offline
Dart

Joined: Thu 22 Mar, 2012 5:21 pm
Posts: 17
dunno what you stuck yourself at editing the hangars .. all you have to do is edit one NUMBER !!!
when you want to edit your save game, the first 3 or 4 hangars are already opened and have some code that describe the ship on that hangar (chapter 3 are 3 hangars and if you edit your save game from a chapter 4 then you have all the first 4 hangars).

After your already opened/accessible 3 or 4 hangars you will have the following code that describe your other "hidden" hangars :

| Click to toggle: +
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "-1";
myIndex = "3";
shipID = "0";
shipState = "Empty";
};


you don't have to add anything !!! leave it like it is .. all you have to do is change the maxSize="-1" into maxSize="0,1,2,3 or 4" depending on how big you wish to have that hangar.

so basically all you have to do to unlock all the hangers is this ... I mean .. this is how the code should be edited to give you access to all the other hangars :

| Click to toggle: +
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "3"; <- Index+1 = hangar number !!!
shipID = "0";
shipState = "Empty";
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "4";
shipID = "0";
shipState = "Empty";
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "5";
shipID = "0";
shipState = "Empty";
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "6";
shipID = "0";
shipState = "Empty";
};
new ScriptGroup() {
canSaveDynamicFields = "1";
class = "hangar";
autoRebuild = "0";
currentCrew = "0";
currentCrewRatio = "0.2";
currentDesignIndex = "0";
maxSize = "4";
myIndex = "7";
shipID = "0";
shipState = "Empty";
};
};


and when you will load your edited save game with this setup , you will have all 8 hangars unlocked ... and the new ones will be EMPTY !!! they will have no ships pre-selected ...

I play on INSANE right now and I have 8 Turtleheads right now :D is funny to play :D but I got raped sometime .. especialy when I fight big ships because when I destroy them .... I end up destroying 3-4 or my own turtleheads from the big ship's explosion :)):)) is like a chain reaction =)) funny :D


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 Post subject: Re: A Special Saved Game for You
PostPosted: Sun 15 Apr, 2012 5:30 pm 
Offline
Shortbus

Joined: Thu 12 Apr, 2012 6:39 am
Posts: 9
Lol! That was weird. This time, I just modified the hangar size and the index like what I did before (and what you mentioned above), it actually works O.O


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 Post subject: Re: A Special Saved Game for You
PostPosted: Mon 16 Apr, 2012 9:05 pm 
Offline
Dart

Joined: Thu 12 Jan, 2012 9:53 am
Posts: 17
This is a pretty comprehensive guide, and I'm finding it highly entertaining.

Now, if I can figure out the parameters of the game to increase my resource caps I'll be golden.

This thread definitely needs to be stickied!


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 Post subject: Re: A Special Saved Game for You
PostPosted: Wed 18 Apr, 2012 5:35 pm 
Offline
Dart

Joined: Wed 18 Apr, 2012 5:31 pm
Posts: 11
Ok, Ive scanned this whole thread and I missed the info on how to edit the games for the Steam version of the game, every time I put anything into or out of my save game directory I get an error when I start the game stating that my version doesnt match the Steam Cloud and it overwrites any changes I made.... Anyone got any ideas? Perhaps a Sticky post with the latest info on how to mod the save game would save everyone a lot of pain :)


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 Post subject: Re: A Special Saved Game for You
PostPosted: Wed 18 Apr, 2012 5:40 pm 
Offline
Shortbus

Joined: Thu 12 Apr, 2012 6:39 am
Posts: 9
You can use "go offline" function from Steam, modify whatever you want, then try to back up those savegames.
Once you go online again, Steam may overwrite (sync) back the savegames, you can copy back what you have. Try if this work? :P


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 Post subject: Re: A Special Saved Game for You
PostPosted: Wed 18 Apr, 2012 6:01 pm 
Offline
Dart

Joined: Wed 18 Apr, 2012 5:31 pm
Posts: 11
Ok Offline on Steam got rid of the Steam Cloud Error, however Ive put Throwaway's file "sg_phase_3_six_slot_alltech.cs" in my save game directory and started SPAZ....apparently it didnt get compiled into the cs.dso format.... did I miss a step? I thought the game did the recompile when you started it up....so Im not seeing a Save to load when I start (other than my previous games)

P.S. thanks for being patient with a noob. :)


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 Post subject: Re: A Special Saved Game for You
PostPosted: Wed 18 Apr, 2012 8:44 pm 
Offline
Dart

Joined: Wed 18 Apr, 2012 5:31 pm
Posts: 11
Never mind, I figured it out, I forgot to delete the existing cs.dso file before I started up with my altered save.


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 Post subject: Re: A Special Saved Game for You
PostPosted: Thu 19 Apr, 2012 2:23 am 
Offline
Shortbus

Joined: Thu 12 Apr, 2012 6:39 am
Posts: 9
immagikman wrote:
Never mind, I figured it out, I forgot to delete the existing cs.dso file before I started up with my altered save.

LOL, I thought you knew that :P
You have replaced the "saving.cs.dso" with the one from "Blorfy" to disable the CRC checker, haven't you?

Btw, steam cloud just killed my all my progress :(
I had been playing in offline mode and when I went online again, they sync-ed without asking me to choose to upload to cloud or download from cloud (sometimes they ask, sometimes no). I didn't back up my save game so yeah, all lost... including my customization T__T


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 Post subject: Re: A Special Saved Game for You
PostPosted: Fri 20 Apr, 2012 1:20 am 
Offline
Boomerang
User avatar

Joined: Mon 23 May, 2011 6:27 pm
Posts: 253
Location: UK
I find a more reliable way of getting it to ask is to disable steam cloud synch, play the game for a bit, save, quit, back up your saves just in case (of course), reenable cloud synch, restart the game. Steam should then ask whether you want to synch to/from the cloud.

_________________
THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!


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 Post subject: Re: A Special Saved Game for You
PostPosted: Fri 20 Apr, 2012 5:23 pm 
Offline
Dart

Joined: Wed 18 Apr, 2012 5:31 pm
Posts: 11
Yeah I got Blorfys altered Checksumm file so Ive been having a great time modding.

As for the Steam Syncing issue...yikes I better find a good place to back up my saves then I will try the Syncing trick once I have everything I want set and saved.


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