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Star Trek: Starfleet Command
Written by Administrator   
Friday, 26 September 2008

Rating 0.0/5 (0 vote)

Know Ranges

Know your weapon ranges! Don't close in on an enemy who hits harder than you at close range.

Capture

Capture. capture. capture. Grabbing a couple of frigates from the enemy at the start of a scenario can save you grief later. Keep your ship loaded with Marines during your starbase visits.

Configuration

All the starships configuration data (weapons. shields. engines. ect.) is stored in a delimited text file which can be accessed by excel. The file is called "sfbspc13.txt" and it is located in "assetsspecssfbspc13.txt" in the main directory of the game. By modifying these fields you can make any ship have all sorts of features.

Add cloaking ability.
Modify engine power levels.
Add shuttles and fighters.
Add/change weapons.
Modify shield levels.
Add more transporters. troops. mines. ect.
...and much more.

Be sure to save the original file in a safe place before modifying it so you can return to your original configuration. You will also need to remove the read only attribute from the file. When playing multiplayer all players must have the same file (modified or not) in order to play.

Here are some hints on modifying the "sfbspc13.txt" file.

1. The highest I have tested the engine output to is 120 each. I know that Federation ships can't seem to go over 150 each but other races ships might be able to go higher. Engine values are located in the following areas: R_L_Warp. C_Warp. Impulse. Apr. Battery.

2. 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. Shield values are located in the following areas: Shield 1. Shield 2_6. Shield 3_5. Shield 4. Shield Total. Shields cover each ship on 6 sides. Therefore the values in Shield 2_6 & Shield 3_5 each represent 2 sides of the ship. The value you place in Shield Total = (shield 1) + ((shield2_6) x 2) + ((shield3_5) x 2) + (shield4).

3. Weapons can be changed to any type within an existing group. You can also change the number of weapons (up to 4) within an existing group (missiles can accept higher values but I do not know where the breaking point is on these). You can't add new groups of weapons. You can only modify the existing weapon hardpoints. Weapons are arranged in these areas: heavy weapon (photons. rockets. plasma. ect) and weapon (phasers. disrupters. ect). Weapon arcs vary but I do know that if you put the value ALL as an arc. the weapon will fire from any angle.

4. Cloaking is very easy to add to any ship. 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.

5. Shuttles are defined as base and max values. The base value is the max value divided by 3. 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. By changing the "launch rate" value you can define how many shuttles can launch before the ship needs to recharge itself for more launches. If you want to add fighters to any ships just find the area that says fighter bay 1 thru 4 and place the value of 6 (higher than 6 will cause game to crash) in each one of the areas and you will have 4 fighter groups made up of 6 fighters each!

6. Movement is defined in the "turn mode" and "move cost" areas. The best "turn mode" value is AA. This will give you a very agile ship. Move cost defines how much energy is used for movement. The best value I have seen for this is .25.

Last Updated ( Friday, 26 September 2008 )
 
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