it is my understanding that this
ThreatLevelClustering = 2;
ThreatLevels
[
// 0
: ~/BaseThreatLevel
{
NameKey = "BountyMode/ThreatLevels/0";
TiersToSpawn = [0, 0, 0, 0, 1, 1, 1, 2];
ThreatLevelSprite
{
Texture = "rank_1.png";
Size = [.2, .2];
}
FlyOutThreatLevelSprite
{
Texture = "rank_1.png";
Size = [32, 32];
}
}
// 1
: ~/BaseThreatLevel
{
NameKey = "BountyMode/ThreatLevels/1";
TiersToSpawn = [0, 1, 1, 1, 2, 2, 2, 3];
ThreatLevelSprite
{
Texture = "rank_2.png";
Size = [.2, .2];
}
FlyOutThreatLevelSprite
{
Texture = "rank_2.png";
Size = [32, 32];
}
}
// 2
: ~/BaseThreatLevel
{
NameKey = "BountyMode/ThreatLevels/2";
TiersToSpawn = [0, 0, 0, 1, 3, 3, 3, 4, 4, 4, 5];
ThreatLevelSprite
{
Texture = "rank_3.png";
Size = [.2, .2];
}
FlyOutThreatLevelSprite
{
Texture = "rank_3.png";
Size = [32, 32];
}
}
// 3
: ~/BaseThreatLevel
{
NameKey = "BountyMode/ThreatLevels/3";
TiersToSpawn = [0, 0, 0, 1, 1, 1, 1, 5, 5, 6, 7];
ThreatLevelSprite
{
Texture = "rank_4.png";
Size = [.2, .2];
}
FlyOutThreatLevelSprite
{
Texture = "rank_4.png";
Size = [32, 32];
}
}
// 4
: ~/BaseThreatLevel
{
NameKey = "BountyMode/ThreatLevels/4";
TiersToSpawn = [0, 0, 0, 1, 1, 1, 1, 7, 7, 8, 9];
ThreatLevelSprite
{
Texture = "rank_5.png";
Size = [.2, .2];
}
FlyOutThreatLevelSprite
{
Texture = "rank_5.png";
Size = [32, 32];
}
}
]
is the code which decides what what type of ships to spawn, obviously i have changed it so you will always get many low level vessels (for grinding i guess)