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Sometimes it works if you load an unedited file before
If you also want to use mk7 vipers search for „UnlockedSquadrons“ and add 113
The mk7 can, so it seems, only be used if you unlock all squadrons at once.
If the save dosen't show up, there is probably a "typo" in the edit, or the file still open.
There are also a handfull of missions were Galactica is needed as Jupiter MK2. Editing her results in mission breaking bugs.
Here's my collection of notes on things inside the save file. Regarding the Mercury, you have to change both the ship type and the squadrons.
ShipType
6 - Manticore
12 - Berserk
5 - Adamant
3 - Ranger
14 - Celestra
4 - Minotaur
2 - Atlas
0 - Jupiter
19 - Heracles
15 - Minerva
1 - Artemis
13 - Janus
24 - Jupiter Mk2
27 - Defender
26 - Orion
29 - Mercury
30 - Valkyrie
UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,]
Just add this for MKVII.
UnlockedSquadrons":[0,2,1,4,0,2,0,2,5,113]
On the ship itself for a mercury:
"ShipType": 29,
"ActiveMunitions": [
0,
0
],
"ActiveSquadrons": [
1,
1,
1,
1
],
Specializations:
"FleetSpecialisation":0
0 = Command
1 = Nav
2 = Gunner
3 = Engineer
4 = Tech?
Specialization skills from tree
1,2,3 from command
4,5,6 from hidden I think
9,10,11 from Engineer
1 = Decisive Leader (+1 Posture)
2 = Indomitable (10% XP)
3 = Spatial (50% Elevation)
4 = Dextrous Controls (yaw)
5 = Leadfoot (+30% Flagship Speed)
6 = Cannoneer (15% gun range)
7 = Marksman (20% Turret Acc)
8 = Sharpshooter (10% Acc and Range Flaghship)
9 = Grease Monkey (60% Subsys Repair)
10 = Custodian (5% DR Flagship)
11 = Armourer (+20 Armor Flagship)
12 = OfficerAnalyst (+40% Dradis Range)
13 = OfficerTech (+3 Firewall Regen per Sec)
14 = Integrity (+25% Ship Hull Points)
15 = Mechanic (+30% Squadron Repairs Flag)
16 = Ace (+20% Squad Acc)
17 = Daredevil (+40% Squad Speed on Flagship)
18 = Warrior (+25% Marines)
19 = Wall (+5 Marine Armor)
20 = Demo Expert (+40% Munitions Salvo)
21 = Blank
22 = Blank
"CommandPointSpecialisationRank":5
this is the Maximum Fleet Values. Starts at 0 for 4K fleet. Increased by 1K per 1pt increase. EG :5 = a 9K fleet
I know this is reaching back into the past a bit, so I hope you don't mind the sudden notification. Just out of curiosity but in your adventures of save game editing did you ever figure out how to use Mark 7 Vipers on a Jupiter Mk 2 or even on a support squadron slot reserved for Raptors/Sweepers? Thanks.
Playing around with it and every time I add a Viper Mk 7 squadron to a Jupiter Mk 2 in Anabasis the Mark 7's will never launch even though they're fully repaired.