Find the file called sfbspc13.txt in the assets\specs\ game
sub-directory. Open the file with any text editor and change
any of the fields to add cloaking ability, modify engine power
levels, add shuttles and fighters, add/change weapons, modify
shield levels, and much more. Be sure to save the original
sfbspc13.txt in a safe place before modifying it so you can
return to your original configuration.
If you play a multi-player game, make sure that all players
have identical sfbspc13.txt files.
Get 4000 Prestige Points
When Playing a mission (any mission), do an alpha strike on
the Aft right shield, but DO NOT DESTROY IT COMPLETELY - It
may take a couple of tries not to do this.
If you destroy it this will not work. Then fire a photon into
the front left shield. Then hit ctrl + f4 and it will give
you 4000 prestige points!
To increase your prestige in the campaign game go to the
Spacedock and sell all of your missiles. Then select the
slowest missile engine and buy x4 for a cost of 1) then x3
(at -1, giving you your prestige point back), then x2
(for another -1) then standard (for another -1). Go back
to x4 and repeat, going for as much prestige as you need.
This will not affect your career prestige for gaining rank,
but it does allow you to purchase that much needed upgrade.
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 "assets\specs\sfbspc13.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.
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,
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.
Firstly start a campaign game, any race & era will do.
If playing as a federation late era, you will start with
an "F-FF" frigate. Then save the game & exit to windows.
(Any ship will do as long you remember the ship class.)
Open the file called "sfbspc13.txt" and it is located
in "assets\specs\sfbspc13.txt" in the main directory of
the game using Exel. Look for "BPV". At the "F-FF" "BPV"
value change to 1000 or higher. Save then return to game.
Load game then go to Shipyard menu. You will notice the
trade in value of your ship is high. Trade in your ship,
big or small your choice and in return you will also get
an extra prestige from the balance. You can repeat over
and over again.
Know your weapon ranges:
Know your weapon ranges! Don't close in on an enemy who hits
harder than you at close range.
Capture, capture, 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.