Editing manufacturing costs...
16 years 9 months ago #19056
by Torch
Editing manufacturing costs... was created by Torch
I was wondering is it possible to edit manufacturing costs of items? I was looking through resource.zip and couldn't find the values in any of the files.
What I want to do, is just lower the cost of T-Fighters from 1500 to something more manageable
What I want to do, is just lower the cost of T-Fighters from 1500 to something more manageable
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16 years 9 months ago #16746
by JT
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Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
Replied by JT on topic Editing manufacturing costs...
There's no way to do it externally, since the manufacturing cost is defined in the POG system. However, if you were to call a function every time the base was loaded, it might be possible to use a mod to edit the cost:
hcargo hFighter = iCargo.Find( CT_TurretFighter );
iCargo.SetManufactureValue( hFighter, 1500 ); //1500 is default
You'd have to write a mod that would call that procedure on a periodic basis before the manufacture screen was displayed.
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
hcargo hFighter = iCargo.Find( CT_TurretFighter );
iCargo.SetManufactureValue( hFighter, 1500 ); //1500 is default
You'd have to write a mod that would call that procedure on a periodic basis before the manufacture screen was displayed.
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
Please Log in or Create an account to join the conversation.