Star Trek: Starfleet Command Gold Edition

Star Trek: Starfleet Command Gold Edition

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Ship Modding in Starfleet Command [WIP]
由 MtZuul 制作
Ever wanted to make and fly your own ships? This guide aims to teach the basics of ship modding and will provide useful information for easy reference.
   
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Introduction
Starfleet Command comes pre-packaged with plenty of playable and non-playable ships, each with its own playstyle and weaponry. However, you might want to try out new weapon/ship combos (try giving the klingons photon torpedoes!), or maybe you just want to watch the galaxy burn (4 plasma type-R torpedo launchers? Type-4 phasers on a ship? Sounds like fun!).

Fortunately (well, not for the galaxy), modifying ships is surprisingly simple... if you know what you're doing.

Note: You can jump straight into the appendix section if you already have experience modifying the shiplist, the rest of this guide is aimed at those who wish to know more about what fields do what.
Getting started
Remember these points:
  • Make sure you know where the game was installed in your computer.
  • Always back up any file you want to modify.
  • Pay attention to the game's limits. Failure to do so will crash the game. (As a general rule of thumb, don't set any filed to a value higher than 127, but be warned that some fileds may cause crashes with smaller values)
  • Don't be afraid to ask questions or make suggestions to improve this guide.
  • Seriously, back up your files. Starfleet Command is particularly sensitive to modification compared to future titles.

Now, you must locate the shiplist file. It's called "sfbspc13.txt" and you should find it in "(Game Directory)\Assets\Specs".

Ideally you would use ShipEdit 2.0. Sadly it's no longer found in the web (for now). But worry not! It's nothing more than a simple text file and you can use anything that can open it to modify it. I reccomend using MS Excel or similar software (import it as a delimited text file, where TAB is used to separate each information field, and be careful to save it as such), but Notepad can also get the job done...just remember to deactivate word wrap to make the file more readable.
(Warning! Back up this file by placing a copy in a different folder, the game seems to not care about the name of the file and may still load it even if renamed.)

I've opened the file, now what?

You may have noticed the file is actually a table with information for each ship. For the sake of example, let's take a look at one of these rows and examine each of its fields.

An extract from sfbspc.txt from patch 1.03

(From this point on, I urge you to follow this row especially if you're using Notepad as I'll explain each entry from left to right, using the F-CC as an example.)
General Ship Settings
Remember we're using the F-CC to see the effects of each field.

Race
This value sets the polity the ship will belong to. The valid values for this column are:
  • Federation
  • Gorn
  • Hydran
  • Klingon
  • Lyran
  • Monster*
  • Neutral*
  • Orion*
  • Romulan
*These polities aren't selectable ingame, but are used by missions for the sake of player immersion.

In our example, the "Race" value is set to "Federation", so our ship is owned and provided by the United Federation of Planets' Starfleet.

Hull Type
This determines where in the "Vessel Library" can you select the ship, and may also be used by missions to identify ship types.
The following can be selected in the vessel library menu and can also be bought at the shipyard in the campaign:
  • FF (Frigate)
  • CL (Light Cruiser)
  • CA (Heavy Cruiser)
  • DN (Dreadnought)
The following can't be selected nor bught in-game but can be spawned by missions or scenarios:
  • BS (Base Station)
  • BT (Battle Station)
  • F (Freighter)
  • KDP (Defense Platform)
  • KLP (Listening Post)
  • KSD (Shipyard)
  • SHT (Shuttle)
  • FTR (Fighter)
  • UNKNOWN (Self-evident, also used by tutorial ships to make them unselectable)
  • MAM (Astrominer, the asteroid-monster... thing)
  • MDM (Doomsday machine, the planet killer seen in the original series' episode of the same name)
  • MLC (Living Cage, the weird lanky monster)
  • MMT (M-Eater, the small fusion-armed monster)
  • MSG (Sunglider, the flower-looking monster)
  • MSS (Spaceshell, the red, fast-as-hell, disruptor-armed monster)
  • Asteroid
  • Planet
  • Star
  • XMN (The mine mesh used by the game whenever you drop a mine or transport it as a T-bomb. Also used by the multiplayer game "Tug of War")

Our ship currently has "CA" as hull type, so she will appear under "Heavy Cruiser" in the vessel library.

Class
This is the ID of our ship, and is used by the game engine to identify the ship(s) being used in-game. Do not change any of these, or the game may freeze or crash!

Our ship is identified as "F-CC", the federation command cruiser.
BPV
BPV is short for "Basic Point Value". This number is used for balancing ships for missions and multiplayer scenarios and is determined by the ship's weaponry systems and movement characteristics. I don't know the exact formula used by the developers to arrive at these numbers, but the larger the number the more "capable" the ship is.

Our ship has a BPV of 140. This means the ship should easily destroy one F-POL (52) but will probably get destroyed if trying to fight one R-KCN (402) or five F-DD's (95+95+95+95+95=475)

Special Role
This indicates the ship's role in a fleet (if it has one), and may be used by the game to try to generate balanced fleets in scenarios (key word being "try").
The following are the valid values for this field:
  • C (Command ship; only one per fleet.)
  • M (Commando ship, a ship loaded with marines and transporters,but with barely enough weapons to defend itself; this one should not appear alone in a fleet, nor should the fleet be composed of nothing but commando ships.)
  • D (Missile ship, the definition of Macross Missile Massacre, only one per fleet.)
  • R (Restricted ships, seen very rarely.)
  • S (Romulan pre-warp ships.)
  • K (Romulan ships using klingon hulls.)
  • KM (Romulan commando ships using klingon hulls, they should have the same limits as M ships.)

Our ship, being a command cruiser, has the special role C, so don't expect to see more than one in an AI fleet.

Year First Available
This determines in what year was the ship first deployed. It's used by the campaign to determine the available ships according to its current year and by the scenarios to limit the available ships according to thre separate eras. "Early" ships have values less than 5. "Middle" ships have values larger than 5 and up to 20. "Late" ships have values of 21 or larger.
Using the formula 2251+X (where X is the value in this field) we can convert this value into in-universe years.

Our ship has a value of 0, allowing us to choose her in scenarios set in the early era onwards (it also means she was first available in the year 2251).

Year Last Available
This determines when was the ship stopped being built. It's usually only used in campaigns to make ships no longer available after a certain in-game date.

Our ship has the value 32, which means we won't be able to buy her once the campaign goes beyond the year 2283.
Ship Movement and Stealth
Remember we're using the F-CC to see the effects of each field.

Size Class
This value is related to the size of the ship. The following are the valid values and which vessels use them:

Size Class
Used By
6
Mines, Shuttles, and Fighters
5
Defense Platforms, Listening Posts and the Space Shell
4
Frigates, Destroyers, Light Cruisers, Freighters, the Living Cage and the M-Eater
3
Heavy/Battle Cruisers, the Sunglider, and asteroids
2
Dreadnoughts, Battleships, Spacedocks, the Astrominer and some planets
1
Starbases and most planets

Our ship is a Heavy Cruiser, so her size class is 3.

Turn Mode
This value dictates how large a ship's turn radius is. The following values can be used:
  • AA (The tightest turn possible, as nimble as a fighter)
  • A (As nimble as a frigate)
  • B
  • C (Middle-of-the-road)
  • D
  • E (As nimble as most dreadnoughts)
  • F (The slowest turning ships are here)
  • G (As nimble as a starbase, can barely turn)
  • H (Completely stationary)

Our ship has a turn mode of D, making her less nimble than the average heavy cruiser.

Move Cost
This is the energy needed to move a starship 1 unit of distance per turn. The smaller the ship, the less the movement cost (usually). Common values include 0.25, 0.33, 0.5, 0.67, 1, 1.5, and 2.
(Warning!, A starship can only draw energy from its warp drives for movement + 1 point from the impulse drive but will ignore APR and batteries!)

Our ship has a move cost of 1, so it will take 1 point of energy to move her at a speed of 1 unit per turn.

HET +2 Turns
This value represents the ship's base HET chance. When performing a High-Energy Turn this value goes down, and trying to perform one while under 100% carries a chance of breakdown. Values between 0.01 and 1 will give you a HET chance from 1% to 100%. Starting from 2, each additional point will grant you an additional 33% up to 999%. (Warning! Values higher than 28 wil crash the game!)

Our ship has a value of 1, meaning it'll have a HET chance of 100%, allowing her to perform at least 1 High-Energy turn safely before being at risk of a breakdown.

HET Breakdown
This value is a number, from 0 to 6, that determines the likelyhood of a breakdown if performing a HET while under 100% HET chance. Every time the ship performs a HET while below 100%, the game divides this number by 7 to determine the chance of a successful HET, then it lowers this number by 1; this is repeated every time the ships does this. Following this, the lower the number, the higher the chance of breakdown.

Our ship has a value of 5, which means that, if performing a HET while under 100%, she has a chance of 71% of not breaking down in the process, and the next time she does that she'll only have a chance of 57%, and so on.

Stealth (+ECM)
This is free ECM that is added to whatever ECM a ship can produce with its energy as seen in the Sensors panel. This extra ECM won't show up in your Sensors panel, but you can tell if a ship has it if your reticle flickers when targeting it. This is commonly seen in shuttles, fighters and pirate ships.

This was left blank so our ship will not have added stealth.
Ship's Crew
Remember we're using the F-CC to see the effects of each field.

Regular Crew
A ship is nothing without its crew (unless it's a drone or controlled by Skynet). This number indicates how many crew members your ship carries when it leaves spacedock to go into the next negative space wedgie assignment. Larger ships usually carry larger crews than smaller ones.

Our ship, according to this field, will carry 39 crew members keeping the ship in working order.

Boarding Parties Base
This is the amount of marines the ship starts with when it's bought from the spacedock. They allow you to perform hit-and-run raids and capture ships, but they also protect your ship from enemy marines.
This entry is halved when calculating Total Crew.

This field says our ship will start with 10 brave redshirts ready to perform sabotage missions and capture enemy ships (just be careful not to transport them into a pirate ship, those have a nasty tendency to self-destruct to avoid capture).

Boarding Parties Max
This is the maximum amount of marines the ship can accept.

This field tells us that we can buy up to 20 marines for our ship.

Deck Crews
This number represents the high-ranking officers in the bridge. When calculating Total Crew this number is halved.

Our ship has 2 in this field. If you like to roleplay you can pretend this represents you sitting on the captain's chair.

Total Crew
This is the sum of the crew inside the ship. To figure it out, take the "Regular Crew" number, add half the "Boarding Parties Base", and add half the "Deck Crews".

Let's calculate this value for our ship:
Regular Crew
Boarding Parties Base/2
Deck Crews/2
Total Crew
39
10 / 2 = 5
2 / 2 = 1
39 + 5 + 1 = 45
If we check the file, we see it matches the value we got here. For the sake of consistency be sure to do this anytime you change any of the crew values previously discussed.


Min Crew
Just like in the shows, as your ship takes internal damage, your ship will take in casualties. This number sets the minimum active crew (that is, not bedridden in sickbay or dead) needed to keep the ship working; if your crew drops below this number, the ship will perform considerably worse.

Our ship requires a minimum of 4 crew members to work properly (a chimpanzee and three trainees could run her).
Shielding and Cloaking Device
Remember we're using the F-CC to see the effects of each field.

Shield 1, Shield 2_6, Shield 3_5 and Shield 4
These fields represent the shield strenght of each of the ship's 6 shields. Any valued enterd here is doubled when used in the game.

In order to understand how this works, let's take a look at our ship's shield entries:
Shield 1
15 × 2 = 30
Shield 2_6
12 × 2 = 24
Shield 3_5
10 × 2 = 20
Shield 4
10 × 2 = 20

Now let's take a look at what this looks like in-game:

It's self-evident, isn't it?

Shield Total
This value is, simply enough, the sum of all the shield's values.

Let's take our ship's shield values.
Shield 1
Shield 2
Shield 3
Shield 4
Shield 5
Shield 6
Total
15
12
10
10
10
12
69
If we check the shiplist, we see our result matches the value set in Shield total.

Cloak
This value set the energy cost to use the cloaking device. If left blank, the ship won't have a cloaking device.

Since our ship has no cloaking device, this is left blank. (If you want to give her one, fill this entry with a number).
Ship's Weapons and Mines
Remember we're using the F-CC to see the effects of each entry.

Num, Heavy Weapon 1, Arc, Num, Heavy Weapon 2, Arc...
These entries describe the ship's weaponry. It's possible to set up to 25 weapon hardpoints per ship, but in practice this is never done to avoid glitches. More on these limits later.

Heavy weapon entries are numbered 1 to 10, and you can place any weapon here that's not a phaser, while weapon entries 11 to 25 are used for phasers only (this is the way the stock ships are set up, in practice you can put whatever you want in any entry you'd like, but the phaser capacitor's max charge will only take into account weapons placed in entries 11 to 25 and as such deviating from what the game expects is highly discouraged but not impossible to do).
The Num entry sets the amount of shots the weapon hardpoint can store at once, and the Arc entry sets its firing arc.

To learn more about the available weapons and firing arcs, please check appendix A: Weapons.

Let's take a look at how these work by using a small example from our F-CC:
Num
Heavy Weapon 1
Arc
Num
Heavy Weapon 2
Arc
2
Phot
FA
2
Phot
FA

These are the ship's first two hardpoints, they're photon torpedo launchers capable of loading 2 torpedoes each, and both can fire in a FA arc (it's a 60° arc in front of the ship).

Now let's check out her phasers:
Num
Weapon 11
Arc
Num
Weapon 12
Arc
Num
Weapon 13
Arc
...
Num
Weapon 16
Arc
2
Ph1
FH
2
Ph1
FRRX
2
Ph1
FLLX
...
2
Ph1
ALL

And this is how she looks in-game. (I added weapon arcs for clarity)



Missiles are a special case, they use the Arc entry to set the number of missiles the ship comes with by default.
Num
Heavy Weapon #
Arc
2
DroB
2

This hardpoint has a B-Rack Missile launcher, capable of loading 2 missiles at once, with 2 additional reloads.

Now a few considerations:
  • No ship uses all weapon entries. Each ship hull will only use some of the hardpoints out of the 25 available slots. If you want your weapons to work and display correctly you must use the hardpoints available for the hull you chose, or choose a different hull with the amount or placement of hardpoints you wish to use. More on this in appendices C to K.
  • Make sure to place phasers in hardpoints 11-25 or your phaser capacitor will never have enough energy to fire all phasers at once!
  • A weapon's Num value must never exceed 4, or the game will crash!
  • If an invalid value is entered in the Arc field, the game will default to ALL.
  • ESGs must always use the ALL firing arc. Any other value may cause unintended behavior.
  • While you may use any weapon with any playable polity, not all of them have a functional user interface for all weapons. Only the Federation has mostly functional displays for all weapons except the ESG. For more information, check appendix B: weapon compatibility.

Probes
This value is the amount of probes a ship starts a mission with. The amount of probes is calculated as the value in this field multiplied by 5. The maximum value possible is 5, for 25 probes.

Our ship has a value of 2, giving her 10 probes like most Federation ships.

T Bombs Base
This is the amount of mines a ship has by default.

Our particular ship starts with 3 mines for free.

T Bombs Max
This is the maxium amount of mines a ship can carry.

Our particular ship can accommodate a maximum of 5 mines.

Nuclear Mine Base
These are special mines used only by the Romulans. They can't be beamed into space like a T-Bomb but they can be dropped like a normal mine. This is the amount of nuclear mines a ship will carry.

Our ship can't use nuclear mines, so this was left blank.

Nuclear Mine Max
This would be the maximum amount of nuclear mines a ship could carry, but, since not even the Romulans can buy nuclear mines at the spacedock, in practice this value is the same one as the previous one.

Our ship can't use nuclear mines, so this was left blank.

Drone Rack B
Ok, I'll be honest, I have no idea how this one works. I suspect this may have something to do with the amount of missiles a ship can control at once, but I'd like to confirm this.

Oh, by the way, our ship doesn't even use missiles, so this is left blank.


ADD_6
This would have been related to the anti-drone defense present in the original SFB tabletop game, but this goes unused here.

This is an unused feature, thus the field was left blank.

ADD_12
Same thing, but this one references the anti-drone defense with additional reloads, and goes unused as well.

This is an unused feature, thus the field was left blank.
Ship's Hangar Bay
Remember we're using the F-CC to see the effects of each field.

Shuttle Size
This would've been the maximum amount of shuttles the ship can carry in its hangar bay, but in practice this goes unused. They tend to match the value in "General Max".

Our ship has a value of 4 here. Remember this goes unused in the game, but it matches the maximum amount of admin. shuttles she can carry at once.

Launch Rate
This is the amount of shuttles that can be launched before the hangar bay has to recharge. The maximum value allowed is 4.

Our ship can launch 2 shuttles before having to wait for her hangar bay to be ready again.

General Base, General Max, Suicide Base, Suicide Max...
These values control the amount of shuttles a ship starts with ("Base") and the maximum amount that can be carried (Max). The entries are ordered as: General (admin), Suicide, ScatterPack, and Wild Weasel.

The following are our ship's entries.
General Base
General Max
Suicide Base
Suicide Max
ScatterPack Base
ScatterPack Max
Wild Weasel Base
Wild Weasel Max
2
4
0
2
0
0
1
2
Here we can see that she starts with 2 admin. shuttles and a wild weasel; she can carry a max of 4 admin. shuttles, 2 suicide shuttles and 2 wild weasels. Note that she can't carry scatter packs.


Repl Shuttle
This entry is unused, it can be left blank with no consequence.

Fighter Bay 1, Fighter Bay 2, Fighter Bay 3 and Fighter Bay 4
These are the amount of fighters a ship can carry. Each bay is launched at once as a squadron, so an entry of 4 in one of these fields will give you one fighter squadron of 4 fighters.
In Starfleet Command only Hydrans have fighters available.

The United Federation of Planets wouldn't have fighters until Starfleet Command Volume II, so these entries are left as 0.
Ship's Hull, Energy and Miscellaneous Systems
Remember we're using the F-CC to see the effects of each field.

Armor
When a ship's shield or shileds are collapsed, weapons will start inflicting damage directly into its hull and systems. However, if a ship has armor, her hull and systems will remain intact until it's destroyed.
This entry determines the amount of damage points the ship's armor can absorb before it fails.

Our ship's entry is blank, meaning she has no armor

Forward Hull, Center Hull and Aft Hull
These values are related to hull strength. As a ship gets damaged, its hull and systems will absorb it and affect functionality. Hull acts as damage sponges, they can absorb some of the damage that would've otherwise gone into other more critical systems, but once it's destroyed all damage will go directly into systems.

These are our ship's entries:
Forward Hull
Center Hull
Aft Hull
12
4
So, her forward hull can absorb 12 points of damage, and her aft hull, 4 points of damage, before her hull is destroyed.


Cargo
This is found mainly in freighters, missile ships, and any other vessel that would need a cargo hold. In practice this acts like extra hull.

This was lef blank in our ship

Barracks
This one is found in commando ships, since they need to put their huge amount of marines somewhere. In practice this acts like hull, only your marines will die in droves when these are destroyed.

This was lef blank in our ship

Repair
This is mostly found in starbases, but whether the game uses this is unknown. I suspect this would affect repair times.

This was lef blank in our ship

R_L_Warp and C_Warp
These entries determine warp power, which is the main source of power of a ship. R_L_Warp's value is doubled as it represents a ship's pair of warp drives. C_Warp's value is used as is, and is used in ships with more than 2 warp drives (this would represent one additional warp engine, but you can use this value higher to represent as many warp drives as your ship is supposed to have).

Our ship has 2 warp drives, so C_Warp is left blank. Each of her warp drives can generate 15 points of power per turn, for a total of 30.

Impulse
This is additional power. It can be used for erratic maneuvers, as an extra point for movement, or to power other ship systems. Remember that impulse can only provide up to 1 point of power to movement.

Our ship's impulse drive generates 4 additional points of energy per turn.

Apr
This is the Auxiliary Power Reactor. It acts as even more additional ship power, but it can't be used for movement, erratic maneuvers, or high-energy turns.

Our ship's APR generates 2 points of power per turn.

Battery
This is a ship's reserve energy. It's spent when extra energy is needed, and recharged when there's excess power available.

Our ship's battery can store up to 4 points of energy.

Bridge
This represents the amount of damage the ship's bridge can absorb before being destroyed. As it takes damage, the ship's performance goes down.

Our ship's bridge can absorb 8 points of damage before being destroyed, although considering how explosion-happy Starfleet's consoles are, our bridge crew will be long dead before that happens.

Security
This is a system commonly used in Klingon ships. Larger values help ships defend against boarding parties better. As it takes damage this bonus goes down.

This was left blank in our ship.

Lab
This system handles shield repair. Higher values boost shield repair rate, but as it's damaged, it also impairs it.

Our ship has 8 labs, which is quite high for a ship of her class when compared with most ships, but is common among Starfleet ships.

Transporters
This is the amount of transporters built into the ship. Commando ships tend to have a lot of these to transport more marines at once (remember that this also allows a ship to place more T-Bombs in a short amount of time, or steal more spare parts before having to wait for transporters to recharge).

Our ship comes with 3 transporters.

Tractors
This is the amount of tractor beams a ship is capable of using at once. They can be used for missile defense or for towing other objects or ships (you can put values larger than 6, but keep in mind only 6 of those can be used for missile defense, but additional tractor beams can be used as backup when they start getting damaged).

Our ship can use up to 2 tractor beams, so you can hold 1 missile while towing a ship into an asteroid, you jerk.

Mech Tractors
This entry is unused in Starfleet Command, so this can be left blank.

Special Sensors
This system mostly acts as a damage sink for sensors.

This was left blank in our ship.

Sensors
This system is what allows you to track ships and use ECM/ECCM. Normally ships come with a value of 6, but missile ships tend to have higher values. As this system takes damage, a ship will lose sensor performance, until it can't even get a lock-on anymore.

Our ship has the common value of 6.

Scanners
This system is tied with sensors and uses the same value as the one set there. As this system takes damage, the ship will suffer from range penalties, thus reducing its damage output.

Our ship, once again, has a value of 6.

Ship Extra Properties
Remember we're using the F-CC to see the effects of each field.

Explosion Strength
This value sets the damage nearby vessels take when the ship is destroyed by any means (at range 2 or less it deals full damage, then it sharply drops with distance). Setting this high enough can turn a ship into a very dangerous missile (though let's be honest, not even the klingons are crazy enough to go kamikaze with such a ship, besides where's the honor in that?).

Our ship is not a missile, so it has a reasonable explosion strength of 18.

Acceleration
This is the speed change a ship can perform in a turn. These are the common values seen in the game:

  • 15: Fighters and Shuttles
  • 10: Capital Ships
  • 5: Freighters

Leaving this field blank makes the ship unable to move at all.

Our ship has an acceleration of 10, which allows her to reach speed 20 in 2 turns.

Damage Control
This is tied with the amount of spare parts a ship can carry for repairs. The higher the value, the more spare parts it can carry.

Our ship uses a value of 6 for the Damage Control field.

Extra Damage
Once a ship has taken enough damage to its systems, this value comes into play: it'll begin to take damage into this pool. This value sets how many points of damage this pool can take before the ship finally explodes. Lower values make a ship very suceptible to sudden death by phaser, while higher values can allow a ship to keep absorbing damage even when all its systems are destroyed.

Our ship uses a value of 6 for this field.

Ship Cost
This is the amount of "prestige" a ship costs in the campaign.

Our ship will cost 419.05 prestige to buy during the campaign

Refit Base Class
In the campaign players can upgrade their ships for a small cost. This field is the ship that was refited to obtain the one in this row.

If you refit a F-CA+ you can obtain our ship, the F-CC

Refit Cost
This field seems to go unused as it's blank in all ships.

Geometry
This is the file path of the in-game model the game uses for the ship. Any value will do as long as the path is valid and it points to a compatible .mod file.

Our ship uses the file "assets/models/fca/fca.mod" for its in-game model

UI
This sets the picture used for the ship in the game's interfaces and determines the available hardpoints. For information on the available entries and their related pictures and hardpoint placements, check appendices C to K.

Our ship uses the interface FCA, which fits her in-game appearance.

Full Name
This is the name of the ship as it appears in spacedock. In practice this is an alias referencing a string stored in the Strings.txt file located in "assets/strings", so make sure that whatever you write here exists in that file, or create a new entry if you want to use a custom name.

Our ship's full name is "Command Cruiser"

Refits
This entry describes the differences compared to the ship's previous model and it also appears in the Vessel Library under its name. Like the previous field, this value also points to an entry in the Strings.txt file, and the same considerations apply.

Our ships has this field left blank.

Balance
This value would've been used to calculate the final value for the BPV entry. You don't need to write anything here unless you're using a spreadsheet, in which case this would come in handy when keeping track of your BPV calculations.

Our ship's BPV wasn't tweaked by the developers, so this was left blank.

End
This is, obviously, the end of a ship's data. From this point all remaining fields will be ignored.
Appendix A: Weapons
Every Weapon's Name as Recognized by the Game
  • Ph1, Ph2, Ph3, PhG, Ph4 (Phasers)
  • Dis1, Dis2, Dis3, Dis4 (Disruptors, from shortest ranged to longest ranged)
  • DroA, DroB, DroC, DroF, DroG (Missile Racks)
  • ESG (Expanding Sphere Generator: can only use ALL arc)
  • Fus (Fusion Beam, maximum of 2 shots per hardpoint)
  • HB (Hellbore Cannon)
  • Phot (Photon Torpedo)
  • PlaF, PlaG, PlaS, PlaR (Plasma Torpedoes, from weakest to strongest)
  • Opt (Not usable, will show up in Vessel Library with an ESG icon)
  • OptW (Not usable, will show up in Vessel Library with an ESG icon)

Missile Rack Types
DroC loads twice as fast, DroB carries 50% more missiles, and both DroF and DroG load half as fast.

Remember to multiply the missile amount by how many missiles the hardpoint can fire at once.

Disruptor Types
All disruptor types have the same damage output: they deal a maximum of 5 points of damage, or 10 if overloaded. They only differ in ther maximum range:
Dis1
15
Dis2
22
Dis3
30
Dis4
40

Weapon Arcs

Weapon arcs FLLX and FRRX may not show up correctly in non-Federation interfaces, but they should still work as normal.
Appendix B: Weapon Compatibility Charts
All phaser types are compatible with everyone, with fully functional interfaces.

In Campaign mode you'll often need to replenish your missiles. Only captains working for the United Federation of Planets and the Klingon Empire can purchase missiles from the spacedock, thus limiting the use of missiles for everyone else to whatever the ships happen to carry at the time of acquisition. Thanks to Memetic Locksmith for pointing this out.

United Federation of Planets


  • Helbore Cannon's charge indicator is broken: it'll only show the charge of shots 2 and 4.
  • ESG interface is broken: the capacitor is not present and none of the buttons work, including the FIRE button.

Klingon Empire


  • All weapons not normally used by the Klingon Empire have placeholder interfaces that use a Federation color scheme. They only have charge indicators for up to 2 shots and their FIRE buttons don't light up but they'll still work as intended.
  • ESG interface is broken: the capacitor is not present and none of the buttons work, including the FIRE button.
  • Plasma interface is unfinished: torpedo size buttons are inverted, only 1 charge indicator will show up, and defensive/shotgun mode is missing.

Romulan Star Empire


  • All weapons not normally used by the Romulan Star Empire have placeholder interfaces that use a Federation color scheme. They only have charge indicators for up to 2 shots and their FIRE buttons don't light up but they'll still work as intended.
  • ESG interface is broken: the capacitor is not present and none of the buttons work, including the FIRE button.
  • Missile interface is broken: it uses unfinished reddish graphics and none of the indicators work, but the fire button is fully functional and it's possible to switch fire modes between one and all missiles as usual. You cannot purchase additional missiles at the spacedock.

Lyran Star Empire


  • All weapons not normally used by the Lyran Star Empire have placeholder interfaces that use a Federation color scheme. They only have charge indicators for up to 2 shots and their FIRE buttons don't light up but they'll still work as intended.
  • Missile interface is unfinished: none of the indicators work and the buttons don't light up, but they can be clicked on and all firing modes will work as normal. You cannot purchase additional missiles at the spacedock.
  • Plasma interface is unfinished: torpedo size buttons are inverted, only 1 charge indicator will show up, and defensive/shotgun mode is missing.

Hydran Kingdoms


  • All weapons not normally used by the Hydran Kingdoms have placeholder interfaces that use a Federation color scheme. They only have charge indicators for up to 2 shots and their FIRE buttons don't light up but they'll still work as intended.
  • ESG interface is broken: the capacitor is not present and none of the buttons work, including the FIRE button.
  • Missile interface is unfinished: none of the indicators work and the buttons don't light up, but they can be clicked on and all firing modes will work as normal. You cannot purchase additional missiles at the spacedock.
  • Plasma interface is unfinished: torpedo size buttons are inverted, only 1 charge indicator will show up, and defensive/shotgun mode is missing.

Gorn Confederation


  • All weapons not normally used by the Gorn Confederation have placeholder interfaces that use a Federation color scheme. They only have charge indicators for up to 2 shots and their FIRE buttons don't light up but they'll still work as intended.
  • ESG interface is broken: the capacitor is not present and none of the buttons work, including the FIRE button.
  • Missile interface is unfinished: none of the indicators work and the buttons don't light up, but they can be clicked on and all firing modes will work as normal. You cannot purchase additional missiles at the spacedock.
Appendix C: Ships of the United Federation of Planets
Remember: hardpoints 1 to 10 are heavy weapons and hardpoints 11 to 25 are phasers.

FFA

This hull has no valid UI in the Vessel Library. 3 weapons, 5 phaser banks.

FFF

4 weapons, 5 phaser banks.

FDD

4 weapons, 5 phaser banks.

FCL

4 weapons, 6 phaser banks.

FCA

6 weapons, 6 phaser banks.

FBC

4 weapons, 5 phaser banks.

FDN

5 weapons, 6 phaser banks.

FBB

8 weapons, 6 phaser banks

FBS

This hull has no valid UI in the Vessel Library. 6 weapons, 6 phaser banks.
Appendix D: Ships of the Klingon Empire
Remember: hardpoints 1 to 10 are heavy weapons and hardpoints 11 to 25 are phasers.
Some of these ships have shared hardpoints: if the ship has both the heavy weapon and the phaser bank set in these hardpoints, the phaser bank will have priority over the heavy weapon)

KFA

This hull has no valid UI in the Vessel Library. 2 weapons, 5 phaser banks.

KFF

4 weapons, 6 phaser banks.

KDD

4 weapons, 6 phaser banks. (Phaser bank 21 won't show up in the vessel library, but during battle it's located abaft phaser bank 20)

KCL

4 weapons, 7 phaser banks; 3 weapons, 8 phaser banks. (Weapon 8 and phaser bank 21 share the same hardpoint.)

KCA

6 weapons, 7 phaser banks; 5 weapons, 8 phaser banks. (Weapon 8 and phaser bank 21 share the same hardpoint.)

KDN

9 weapons, 9 phaser banks; 8 weapons, 10 phaser banks. (Weapon 9 and phaser bank 21 share the same hardpoint.)
27 条留言
CesarKiller 2024 年 7 月 1 日 下午 3:25 
I managed to modify warp power, even can add more weapons, but the game only accepts the power modifications...
MtZuul  [作者] 2021 年 9 月 17 日 下午 3:09 
That would require direct modification to the game's executable. IIRC there are tools capable of doing just that for Starfleet Command 2 Orion Pirates, but haven't seen such for this version of the game. Of course there's always the option to open the executable in a hex editor but you'd need to find the correct address to modify
Geary 2021 年 7 月 31 日 上午 12:37 
Is there a way to edit Photon Torpedoes to make them more accurate or reload faster?
MtZuul  [作者] 2021 年 4 月 28 日 下午 7:57 
I'll be testing some of the limits for a few values, as heck pointed out some could be higher without crashing the game. If anything ends up being misleading I'll correct it as soon as I get the chance.
MtZuul  [作者] 2021 年 4 月 28 日 下午 7:48 
Oh boy, it seems there's still interest for this game! Well I've put off finishing the guide for too long and it's time I take the time to complete the rest of it.

Feedback is very welcome, especially if you notice any mistakes or if you notice something is not behaving in-game as it should.

Also for those curious indeed there's still an old ShipEdit version that is capable of editing the spec file of this particular game, but right now I don't have the exact URL at hand :/

I'll be looking into the things heck and Memetic Locksmith have mentioned, and I thank you both for bringing these things up.
Curious Mando 2020 年 10 月 4 日 下午 12:25 
Do you have a link to a blender .mod conversion tool so we can add new custom ship models?
TheSingleWayOut-TTV 2020 年 9 月 30 日 上午 9:09 
Adding missiles to Romulan ships seems to give no ability to buy missiles, thus completely useless.
heck 2020 年 2 月 18 日 上午 11:44 
now as far as the numbers go (what you can use)
127 is the max number for most things (unless you know the correct formula <which is based off 512 plus a cupl more number with some magic but im not going to drop and tell you everything>) then you can go to what ever number you want to on things and it will not crash the game
max numbers do not exactly put 50,000,000 x 25 hardpoints itll say there is that many it will render as showing only 4 per hardpoint go shoot something with 9999 shields(shields go up way higher than this also this is just a realy bad example)
it does however affect calculated damage output

mines is not 5 is you can have more lol


you might have mentioned to them there are still versions of ship edit still around they can use they are limited in there values except for the very first version of the program shipedit will aslo calculate bpv for you aswell as i see in a comment below
heck 2020 年 2 月 18 日 上午 11:44 
Nice guide but the values can be much higher in most of your settings (which come from a basic guide im guessing plus some of the info your giving in a bit misleading weapons dont share hardpoints the all have ther own and you can fill it with 25 diff weapons on 25 hard points
and if you place a weapon in the spec file they will show up also any weapon can go on any ship
aside from a few ui mismatch glitches they will work fine (also all the ui including starbases astrriods planets are far game for a ship if edited and yes they will show up again misleading
shuttles again misleading max is 32 for any and if you modifiy the admin shuttle (which in itself can be modded just like any other ship 25 wep /hull/speed/ the only thing you cannot do with a shuttle is have it launch another shuttle lol)



ShadowDragon_79 2018 年 6 月 22 日 下午 6:37 
Hm, Fusions didn't seem too good to me - except maybe when in "suicide overload" mode, and since I try to keep shiprepaircosts low, that makes them rather unuseful for me.

But admittedly - if the AI uses this often, I'll have to think about it.
On the other hand, from my experience the real danger when fighting Hydrans are their fighters, and Hellbores are the next biggest annoyance ( not to mention that there are Hellbore-armed fighters ) ...