next, if there is more than one HQ it seems to pick the one you are nearest to
real nifty-ness
if you use a variable to store the value you can add wares to the HQs production list - note: not cost effective vs the factories unless you do some other stuff - note2: i dont know if its all wares but its definatly shields lasers missiles and ecells (those are the types that i tested with)
super nifty-ness with a bit of work
if you mod the HQ file so it has entires like:
Code: Select all
<upgrade index="0" typename="SS_DOCK_P_HQ" storage="50000000">
<blueprints>
<blueprint typename="SS_SH_A_M4" />
</blueprints>
<production>
<factor class="ship" value="1" />
<factor class="factory" value="2" />
<factor class="hq" value="2" />
<factor class="laser" value="2" />
<factor class="shield" value="2" />
</production>
<repair>
<factor class="ship" value="2" />
<factor class="hq" value="2" />
</repair>
<reverse>
<factor class="ship" value="1" />
<factor class="factory" value="2" />
<factor class="hq" value="2" />
<factor class="laser" value="2" />
<factor class="shield" value="2" />
</reverse>
</upgrade>
</upgrades>
<resources>
<!-- Time (uses the SETA upgrade as the typename!) -->
<resource typename="SS_WARE_TECH231">
<factor class="m5" value="10000" primary="1" />
<factor class="m4" value="12500" primary="1" />
<factor class="m3" value="16666" primary="1" />
<factor class="gonership" value="16666" primary="1" />
<factor class="freighter" value="5000" primary="1" />
<factor class="bigship" value="25000" primary="1" />
<factor class="factory" value="25000" primary="1" />
<factor class="hq" value="25000" primary="1" />
<factor class="laser" value="500" primary="1" />
<factor class="shield" value="500" primary="1" />
</resource>
you can also add other things to the list, like factories and HQs, - the stuff in the real niftyness doesn't need HQ.xml to be modded
it still wont let you reverse enginer these items (even with the correct entries) but if you add the blueprint it WILL let you produce them, i tested by producing an HQ and alot of Massdrivers (cheated to get the HQ, blueprints, and resources)
note: for the "factor" values i dont know if it will accept fractions/decimals so other than makeing some things produce in less time its not much use
note2: and ofcoarse you can also modify the cargo capacity of the HQ and any starting blueprints