WHOA....okay...so I got the mod working in the current SVN version....except everything suffers from 4 Major problems:
* Since Nite redid the entire value system, every ship/station is underpowered! YIKES. I can't fire guns either LOL.
* Tractor beams are really crappy now due to above problem, they don't last one second *facepalm*
* Cloaking on some races last 5 seconds rather than 5 minutes...again, value problem
* Lets not get to shielding, they're WAY under valued, from like 2200 to 800, thats a big dip down. Least my weapon damage points aren't effected, thus everything dies in one shot from a colony LOL.
Shows how one mere change of dividing by 10 can ruin a whole mod's balance (Not your fault Nite, I've yet to figure out the insane values you try to aim for "proper 1.4x values")
Okay, ignore the divided by 10 (/10) thing. That was only done to REDUCE the values after I had made it work the way it was before.
For starters, You would have to multiple all the capacity values (cloak, power, etc) by the power. This would give you the current SF value. the divided by 10 was just a thing I did to reduce crazy large values.
Examples before the /10, basicly to get your mod working to where it WAS:
[race] * 100 1500
600 200 none none power*
50 [nr]1001
turns to[race] * 100 1500 600 200 none none power*30000 [nr]1001
600*50=30000That would make it the same as it was before the spit. EVERYTHING capacity wise was TIMES by the power.
[race] * 30 50
-200 150 torpedo none tube*60*4000*800*[nr]001 [nr]4001
turns to[race] * 30 50 -200 150 torpedo none tube*12000*4000*800*[nr]001 [nr]4001
200*60=12000Another..
[race] * 50 500
-2 150 none none shield*300 [nr]5001
turns to [race] * 50 500 -2 150 none none shield*600 [nr]5001
2*300 = 600 (shield 1)Get me? Do this with all capacities. You can see before hand (lets say sf 1.4, that shields was 600 total, etc)
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The /10 was done to REDUCE the large values that were needed, you don't need to do it, but if you DO, you need to divide the power, capacity, per energy things. I also did this for the weapons and shields too. The above makes it work like it WAS before I split power to capacity. So if you wanted to do this, with lets say the above example:
[race] * 30 50 -20 150 torpedo none tube*1200*400*800*[nr]001 [nr]4001
Would be identical to
[race] * 30 50 -200 150 torpedo none tube*12000*4000*800*[nr]001 [nr]4001
If everything else was divided by 10 as well. This is only for energy stuff.
You can do the same for damage, then you need to do the same for armor/hull/shields. So if a weapon does 400 damage in SF 1.4, and I have 6000 shields, /10 would be 40 damage, and only 600 shields. In turn, this is IDENTICAL because:
6000/400 = 15 shots till shields down Charge refill rate 200.
600/40 = 15 shots till shields down. Charge refill rate 20.
Get me?
But AGAIN, first to make your values work the way they did, increase the capacity like I said. 1.4 CAPACITY * POWER = 2.0 CAPACITY
Mainly it was split so we can understand better how everything works and balance it ALOT better. And the divided by 10 part was because I don't care for giant values, and you can add 'bigger/badder' ships when you divide everything by 10 too. Aka you don't hit the 'long value' limit as quickly.