FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
Cooly568
Posts: 14
Joined: Sat Sep 29, 2012 5:27 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Cooly568 » Wed May 07, 2014 3:32 am

Sorry for posting again, but another question.
If a person wanted to remove the system upgrade and purchase cost increase in Captains Edition Infinite, how would they go about doing that?
New Guy
Posts: 40
Joined: Sun Apr 20, 2014 8:00 am

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby New Guy » Wed May 07, 2014 4:23 am

Cooly568 wrote:Sorry for posting again, but another question.
If a person wanted to remove the system upgrade and purchase cost increase in Captains Edition Infinite, how would they go about doing that?


Find and replace the system lines. There are some redundant lines there, but you should know which ones are in effect by noting how much the systems cost. Replace the lines with the following (also provided are the file locations). Use an .xml editor of your choice.

Code: Select all

*blueprints.xml.append
**              append~

<systemBlueprint name="oxygen">
   <type>oxygen</type>
   <title>Life Support</title>
   <desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>25</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
      <level>75</level>
      <!-- imaginary level 4 -->
   </upgradeCost>
   <cost>0</cost>
</systemBlueprint>
<systemBlueprint name="teleporter">
   <type>teleporter</type>
   <title>Crew Teleporter</title>
   <desc>Allows you to send your crew-members to board enemy vessels.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>90</cost>
   <!--CHANGED was 75-->
   <locked>1</locked>
</systemBlueprint>
<systemBlueprint name="cloaking">
   <type>cloaking</type>
   <title>Cloaking</title>
   <desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>150</cost>
   <locked>1</locked>
</systemBlueprint>
<systemBlueprint name="pilot">
   <type>pilot</type>
   <title>Piloting</title>
   <desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>20</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>1</cost>
</systemBlueprint>
<systemBlueprint name="medbay">
   <type>medbay</type>
   <title>Medbay</title>
   <desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>45</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>50</cost>
</systemBlueprint>
<systemBlueprint name="shields">
   <type>shields</type>
   <title>Shields</title>
   <desc>Powers your shields. Each additional barrier can block one shot.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>100</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>125</cost>
</systemBlueprint>
<systemBlueprint name="artillery">
   <type>artillery</type>
   <title>Artillery Beam</title>
   <!-- dummy text. will steal from whatever weapon blueprint it uses-->
   <desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
   <!-- dummy text. will steal from whatever weapon blueprint it uses-->
   <startPower>2</startPower>
   <maxPower>4</maxPower>
   <rarity>0</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
      <level>80</level>
      <!-- level 4 -->
   </upgradeCost>
   <cost>150</cost>
</systemBlueprint>
<systemBlueprint name="engines">
   <type>engines</type>
   <title>Engines</title>
   <desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>15</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>120</level>
      <!-- level 8 -->
      <level>150</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>1</cost>
</systemBlueprint>
<systemBlueprint name="weapons">
   <type>weapons</type>
   <title>Weapon Control</title>
   <desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
   <startPower>4</startPower>
   <rarity>1</rarity>
   <maxPower>8</maxPower>
   <upgradeCost>
      <level>40</level>
      <!-- level 2 -->
      <!-- CHANGED was 60-->
      <level>25</level>
      <!-- level 3 -->
      <level>35</level>
      <!-- level 4 -->
      <level>50</level>
      <!-- level 5 -->
      <level>75</level>
      <!-- level 6 -->
      <level>90</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>20</cost>
</systemBlueprint>
<systemBlueprint name="drones">
   <type>drones</type>
   <title>Drone Control</title>
   <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>45</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>60</cost>
</systemBlueprint>
<systemBlueprint name="sensors">
   <type>sensors</type>
   <title>Sensors</title>
   <desc>Reveals the interior of your ship and gives information about enemy ships.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>25</level>
      <!-- level 2 -->
      <level>40</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>40</cost>
</systemBlueprint>
<systemBlueprint name="doors">
   <type>doors</type>
   <title>Door System</title>
   <desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>60</cost>
</systemBlueprint>

***dlcblueprints.xml.append

<systemBlueprint name="clonebay">
   <type>clonebay</type>
   <title>Clone Bay</title>
   <desc>Automatically clones dead crew with skill penalty. Taking advantage of micro-cloning, crew heals partially every jump. Jump heal is passive and requires no power.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>45</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>50</cost>
</systemBlueprint>
<systemBlueprint name="hacking">
   <type>hacking</type>
   <title>Hacking</title>
   <desc>Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it. Requires drone part to launch.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>80</cost>
</systemBlueprint>
<systemBlueprint name="battery">
   <type>battery</type>
   <title>Backup Battery</title>
   <desc>Provides a 30 second power boost to your Reactor. Upgrading increases the boost amount.</desc>
   <startPower>1</startPower>
   <maxPower>2</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>50</level>
      <!-- level 2 -->
   </upgradeCost>
   <cost>35</cost>
</systemBlueprint>
<systemBlueprint name="mind">
   <type>mind</type>
   <title>Mind Control</title>
   <desc>Temporarily turn enemies into allies.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>75</cost>
   <locked>1</locked>
</systemBlueprint>
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
(Project pending until Superluminal2)
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Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Sleeper Service » Wed May 07, 2014 10:46 am

CoryStarkiller wrote:How difficult would be to program the EL Texture Pack as optional for EL? Like EL checking to see if the EL Texture Pack was installed, and then using the variety, and if it checks and doesn't find the EL Texture pack installed, it works like it did previous to the variety being included?

It is not possible to make a mod behave conditionally like that. Although you could remove the image folder and then remove all the variant name tags in the <weaponArt> entry for all weapon blueprints in blueprints.xml.append and dlcBlueprints.xml.append. That would purge the variants from the game.

minecraften wrote:sleeper service, what im saying is i don't get the enemy hull design, the rooms are there, but the hull of the ship is not. :( all the playable ships work fine for me, but the hull and shields are just.... blank. :(

I got that, but I still have no idea what could cause this. Still no one else seems to have this problem. Maybe re-download the mod.

Cooly568 wrote:Sorry for posting again, but another question.
If a person wanted to remove the system upgrade and purchase cost increase in Captains Edition Infinite, how would they go about doing that?

If you play with EL then you can also do that by using EL for standard CE together with CE infinite.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby dalolorn » Wed May 07, 2014 2:55 pm

Sleeper Service wrote:
CoryStarkiller wrote:How difficult would be to program the EL Texture Pack as optional for EL? Like EL checking to see if the EL Texture Pack was installed, and then using the variety, and if it checks and doesn't find the EL Texture pack installed, it works like it did previous to the variety being included?

It is not possible to make a mod behave conditionally like that. Although you could remove the image folder and then remove all the variant name tags in the <weaponArt> entry for all weapon blueprints in blueprints.xml.append and dlcBlueprints.xml.append. That would purge the variants from the game.


Actually...

If you configured the regular EL to use whatever model it's supposed to, and then overrode the <weaponArt> entries for the new weapons using SMM's editing tags, you'd achieve the effect CoryStarkiller seems to want.

Example:

Code: Select all

<!-- I've only included the tags that are absolutely necessary, and I may have made a complete mess of the syntax, but you get the idea. -->

<!-- Regular EL blueprint. BASIC_LASER_PIERCE is a derivative of BASIC_LASER, so it uses the basic_laser image. -->
<weaponBlueprint name="BASIC_LASER_PIERCE">
  <weaponArt>basic_laser</weaponArt>
</weaponBlueprint>

<!-- EL Texture Pack. Using the below code will replace BASIC_LASER_PIERCE's <weaponArt> data with new data. In this case, <weaponArt>basic_laser</weaponArt> will be changed into <weaponArt>basic_laser_pierce</weaponArt>. -->
<mod:findName type="weaponBlueprint" name="BASIC_LASER_PIERCE">
  <mod-overwrite:weaponArt>basic_laser_pierce</mod-overwrite:weaponArt>
</mod:findName>


To sum up the above: regular EL will use the graphics used in the base version of the weapon (in the above example, BASIC_LASER's basic_laser art) while the EL Texture Pack would tell EL's weapons to change their art.
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Sleeper Service
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Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Sleeper Service » Wed May 07, 2014 3:12 pm

Right. I guess the tag moder would have to be modified a lot to generate entries like this:

Code: Select all

<mod:findName type="weaponBlueprint" name="BASIC_LASER_PIERCE">
  <mod-overwrite:weaponArt>basic_laser_pierce</mod-overwrite:weaponArt>
</mod:findName>


for all new weapon blueprints. That might be doable, but Rann probably has a better picture of that then me. This eventually could help people out that cannot get EL to run with textures included.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Kiloku » Wed May 07, 2014 5:49 pm

Speaking of blueprints, I just had an idea for a special type of trade good:

Weapon (or drone) blueprints. The idea is you get a blueprint for a base weapon, then you can go to a store and get it built to certain specifications.

For example, when reaching a store:
(the usual store options)
4. [Burst Laser II Blueprint] Build a weapon.


Next screen:
1. Pay a cheap engineer for the job. [-20 scrap]
2. Pay a regular engineer for the job. [-35 scrap]
3. Pay a renowned engineer for the job [-55 scrap]
4. [Engi Crew] Have your Engi do the job. [-15 scrap]
5. [Slug Crew] Have your Slug do the job. [-50 scrap]
6. [Zoltan Crew] Have your Zoltan do the job. [-20 scrap]



Then, if you choose 1, you have high chances of getting a substandard BLII, or some other negative modifier.
If you choose 2, you have high chances of getting a normal BLII.
If you choose 3, you have high chances of getting a custom BLII.
If you choose 4, you have high chances of getting an upgraded BLII.
If you choose 5, you have high chances of getting a Swag BLII.
If you choose 6, you have high chances of getting an optimized BLII.

(Then you're supposed to sell the blueprint, as usual.)
I might try to mod your mod, if you don't like the idea enough to add it to CE_EL itself :P
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rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby rannl » Wed May 07, 2014 6:12 pm

Kiloku wrote:Speaking of blueprints, I just had an idea for a special type of trade good:

Weapon (or drone) blueprints. The idea is you get a blueprint for a base weapon, then you can go to a store and get it built to certain specifications.
........


Great idea K ;) I'd suggest not being limited to a specific upgrade/downgrade type, but rather having each option provide a weapon from a list of possible weapons.
So if you opt to pay the least amount of scrap for the BL II, you might get a substandard, malfunctioning or damaged weapon, if you have a slug do it you might get a radioactive, swag, or volatile BL2, if the zoltan does it you might get a safe BL2 (they are peaceful beings, after all)....
Well, you get the idea.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Kiloku » Wed May 07, 2014 6:22 pm

That's kind of what I was thinking, just wasn't sure of how to word it without being too convoluted. Sometimes my English gets kinda bad.
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rannl
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Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby rannl » Wed May 07, 2014 6:47 pm

Kiloku wrote:That's kind of what I was thinking, just wasn't sure of how to word it without being too convoluted. Sometimes my English gets kinda bad.

Happy to help :)
Cooly568
Posts: 14
Joined: Sat Sep 29, 2012 5:27 pm

Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i

Postby Cooly568 » Wed May 07, 2014 9:30 pm

New Guy wrote:
Cooly568 wrote:Sorry for posting again, but another question.
If a person wanted to remove the system upgrade and purchase cost increase in Captains Edition Infinite, how would they go about doing that?


Find and replace the system lines. There are some redundant lines there, but you should know which ones are in effect by noting how much the systems cost. Replace the lines with the following (also provided are the file locations). Use an .xml editor of your choice.

Code: Select all

*blueprints.xml.append
**              append~

<systemBlueprint name="oxygen">
   <type>oxygen</type>
   <title>Life Support</title>
   <desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>25</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
      <level>75</level>
      <!-- imaginary level 4 -->
   </upgradeCost>
   <cost>0</cost>
</systemBlueprint>
<systemBlueprint name="teleporter">
   <type>teleporter</type>
   <title>Crew Teleporter</title>
   <desc>Allows you to send your crew-members to board enemy vessels.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>90</cost>
   <!--CHANGED was 75-->
   <locked>1</locked>
</systemBlueprint>
<systemBlueprint name="cloaking">
   <type>cloaking</type>
   <title>Cloaking</title>
   <desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>150</cost>
   <locked>1</locked>
</systemBlueprint>
<systemBlueprint name="pilot">
   <type>pilot</type>
   <title>Piloting</title>
   <desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>20</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>1</cost>
</systemBlueprint>
<systemBlueprint name="medbay">
   <type>medbay</type>
   <title>Medbay</title>
   <desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>45</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>50</cost>
</systemBlueprint>
<systemBlueprint name="shields">
   <type>shields</type>
   <title>Shields</title>
   <desc>Powers your shields. Each additional barrier can block one shot.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>100</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>125</cost>
</systemBlueprint>
<systemBlueprint name="artillery">
   <type>artillery</type>
   <title>Artillery Beam</title>
   <!-- dummy text. will steal from whatever weapon blueprint it uses-->
   <desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
   <!-- dummy text. will steal from whatever weapon blueprint it uses-->
   <startPower>2</startPower>
   <maxPower>4</maxPower>
   <rarity>0</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
      <level>80</level>
      <!-- level 4 -->
   </upgradeCost>
   <cost>150</cost>
</systemBlueprint>
<systemBlueprint name="engines">
   <type>engines</type>
   <title>Engines</title>
   <desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>15</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>120</level>
      <!-- level 8 -->
      <level>150</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>1</cost>
</systemBlueprint>
<systemBlueprint name="weapons">
   <type>weapons</type>
   <title>Weapon Control</title>
   <desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
   <startPower>4</startPower>
   <rarity>1</rarity>
   <maxPower>8</maxPower>
   <upgradeCost>
      <level>40</level>
      <!-- level 2 -->
      <!-- CHANGED was 60-->
      <level>25</level>
      <!-- level 3 -->
      <level>35</level>
      <!-- level 4 -->
      <level>50</level>
      <!-- level 5 -->
      <level>75</level>
      <!-- level 6 -->
      <level>90</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>20</cost>
</systemBlueprint>
<systemBlueprint name="drones">
   <type>drones</type>
   <title>Drone Control</title>
   <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>45</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>60</cost>
</systemBlueprint>
<systemBlueprint name="sensors">
   <type>sensors</type>
   <title>Sensors</title>
   <desc>Reveals the interior of your ship and gives information about enemy ships.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>25</level>
      <!-- level 2 -->
      <level>40</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>40</cost>
</systemBlueprint>
<systemBlueprint name="doors">
   <type>doors</type>
   <title>Door System</title>
   <desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>60</cost>
</systemBlueprint>

***dlcblueprints.xml.append

<systemBlueprint name="clonebay">
   <type>clonebay</type>
   <title>Clone Bay</title>
   <desc>Automatically clones dead crew with skill penalty. Taking advantage of micro-cloning, crew heals partially every jump. Jump heal is passive and requires no power.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>45</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>50</cost>
</systemBlueprint>
<systemBlueprint name="hacking">
   <type>hacking</type>
   <title>Hacking</title>
   <desc>Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it. Requires drone part to launch.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>35</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>80</cost>
</systemBlueprint>
<systemBlueprint name="battery">
   <type>battery</type>
   <title>Backup Battery</title>
   <desc>Provides a 30 second power boost to your Reactor. Upgrading increases the boost amount.</desc>
   <startPower>1</startPower>
   <maxPower>2</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>50</level>
      <!-- level 2 -->
   </upgradeCost>
   <cost>35</cost>
</systemBlueprint>
<systemBlueprint name="mind">
   <type>mind</type>
   <title>Mind Control</title>
   <desc>Temporarily turn enemies into allies.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>30</level>
      <!-- level 2 -->
      <level>60</level>
      <!-- level 3 -->
   </upgradeCost>
   <cost>75</cost>
   <locked>1</locked>
</systemBlueprint>


I replaced the text in the files in CE Infinite, but the costs in game did not change at all.