Fleet Caps

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posted on March 1st, 2010, 1:51 pm
Is there any way to make Fleet Caps work like the maxbuildable number did in the patch project? Like limiting how many of each type of ship you can build...for instance i want to be able to build only 2 Sovereign class starships...yet build 10 sabers...but with fleetcapclassvalue = XX, that means that where XX is, is how many slots that ship takes up in the maxcap...so the Sovvy would take up 2 slots but the Saber would take up 10..anyone have any thoughts on this?
posted on March 1st, 2010, 2:20 pm
I don't like capping fleets. It leads to imbalance.

For instance, Borg cubes have no caps, so IF (big if) you manage to amass the resources needed for building twenty, you can have them, and the Devs help the poor sap blocking their path.

On the other hand, it doesn't matter if resources are pouring out of your ears, you can't have more than two Tavaras (Mijural, of course), or ten troopships. Interestingly enough, you can have as many Vupta's as you want, but you can only upgrade ten of them at the same time. Dominion war frigates, as they are troopships directly coming from the yards, you can have only ten. That is a perceived imbalance, as you can upgrade immediately another Vupta' as soon as one of your troopships gets destroyed, while you have to wait for replacing a War frigate, as it has to be built.

Of course, the way Carriers behaved before, it made sense having a cap for them, but I start to question this for the current mechanism of the Carriers.

All things considered, I'm quite against capping. OR cap all ships, so spamming anything becomes impossible.
posted on March 1st, 2010, 2:59 pm
When you cap everything, you can only play on certain map sizes. If it will be too great, your limited number on ships wont help. It will point into turtling.
posted on March 1st, 2010, 3:06 pm
Meanwhile, back at the ranch...  :whistling:

Lt.Cmdr Worf wrote:Is there any way to make Fleet Caps work like the maxbuildable number did in the patch project? Like limiting how many of each type of ship you can build...for instance i want to be able to build only 2 Sovereign class starships...yet build 10 sabers...but with fleetcapclassvalue = XX, that means that where XX is, is how many slots that ship takes up in the maxcap...so the Sovvy would take up 2 slots but the Saber would take up 10..anyone have any thoughts on this?


I don't see why there shouldn't be a way to make fleet caps work in that way - I'd take a good look at any of the "limited" mixed-tech ships. For instance, check the V-15 Dreadnought and notice that it takes 10 slots. Other mixed tech takes 1. Thus, if you have 1 Dreadnought, and 1 Saihrr, you have 11/20 slots taken up  ^-^
posted on March 1st, 2010, 3:23 pm
exactly...but with the original maxbuildable command in PP1.2.5 i could have a limit of 10 sabers and 3 Galaxies but only 2 Sovereigns...it didn't count against a cap...i mean technically Starfleet doesn't have a cap on how many ships it produces..except that you won't see more than one of a special hero ship ala the Enterprise or the Defiant herself...i guess im just gonna have to put the value at 1 for each ship and limit my fleet to 100 or so ships..i never build more than 40 or 50 combat ships at a time anyway..not including my warpin fed, klingon and romulan ships...
posted on March 1st, 2010, 3:29 pm
I don't see why you can't combine that with the other limitations - use the "mixed-tech" style for the Sabers and Galaxies, then use the normal "limitations" (aka, the ones per ship class - like fighter carriers, or troop transports) for the Sovereign.  Did I misunderstand something?
posted on March 1st, 2010, 5:41 pm
check the veteran caps as well
posted on March 1st, 2010, 8:33 pm
U can have specific fleetcap files......so if u wish 2 limit sovys for example just create a fleetcapfile called sovycap.odf...set ur cap in it....then in the odfs for the sovy add fleetcapfile = "whatever.odf" the end :thumbsup:
posted on March 1st, 2010, 8:45 pm
so if i want to limit each individual ship i have t create a capfile for each ship...would seem like the devs wouldve made it possible to have both individual ship caps as well as entire fleet caps...but that is an option ryderstorm thanks
posted on March 1st, 2010, 9:04 pm
Well, you can make several ships be in the same cap, but yes, each ship can be in only one fleet cap file at a time.
posted on March 1st, 2010, 9:17 pm
so is there a separate command for individual ship caps? can you have the 'fleetcapfile = xxxxxxx' more than once?
posted on March 1st, 2010, 9:19 pm
:lol: I'd hope so, otherwise that would be reaaaally bad for current gameplay :P . Haven't you tried building Avalons and Phalanxes and Mixed Tech stuff?
posted on March 1st, 2010, 10:42 pm
Ill have to check them out and see if there are indeed multiple fleetcapfile entries...
posted on March 2nd, 2010, 10:10 am
unfortunately maxbuildnumber was removed for fleetcap the only way to have each class have there own caps is by having a fleetcap for each class (might be due to problems using maxbuildnumber with avatars, mixed tech and ranks) as it wouldnt have taken these versions of the ship into account
posted on March 3rd, 2010, 10:32 am
Yep, its possible to make a vessel count to more then one cap, just check the Veteran Tavara for instance, or the Battlecruiser Prototype.

You might also want to look at the unique-cap, thats an easy way to limit the amount of vessels from a single odf, much similar to the old implementation. simply include "all_cap_unique.odf" in your desired odf to make a vessel unique (you may only command one). If you want to have vessels with ranks or more complex special weapons limited, you will have to create a specific cap file for each vessel
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