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Is it possible to give a titan culture spread?

By on May 31, 2012 9:13:58 PM from Stardock Forums Stardock Forums

leo81792

Join Date 04/2012
+1

Nevermind, i found a way to do it. used "ApplyBufftoLocalOrbitalBody" to make it spread culture in a roundabout way.

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May 31, 2012 9:38:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yep.  In an as-of-yet unreleased mod, I've done it in the same way.

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May 31, 2012 9:50:42 PM from Stardock Forums Stardock Forums

then i have a question for you!

what is your finishing condition?? because mine is a passive effect, so when it leave the gravity well the buff is still being applied! and i dont want that! i want it to travel WITH the titan. as soon as it leaves, the planet loses the buff. how do i do that without using a timelapsed?

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May 31, 2012 10:41:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting leo81792,
what is your finishing condition?? because mine is a passive effect, so when it leave the gravity well the buff is still being applied! and i dont want that! i want it to travel WITH the titan. as soon as it leaves, the planet loses the buff. how do i do that without using a timelapsed?

You give the titan an apply buff to self. That buff then applies your culture buff using "ApplyBuffToOrbitBody", and has a finish condition of Enter Hyperspace. On the culture buff, use the "LastSpawnerNoLongerHasBuff" finish condition referencing the first buff (look at passive AoE abilities like targetting uplink to see it in action, just ignore the out of range part).

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May 31, 2012 10:45:42 PM from Stardock Forums Stardock Forums

i did exactly that, but when i do it no longer applies the culture buff.... it only works if i put the applybuffto orbitbody in the ability file, not  a buff file. ugh!

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May 31, 2012 10:49:03 PM from Stardock Forums Stardock Forums

nevermind!!!! i fixed it!! i used an "    instantActionTriggerType "OnHyperspaceExit"" instead of AlwaysPerform and it worked!!! i'm so happy! lol

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May 31, 2012 11:42:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting leo81792,
instantActionTriggerType "OnHyperspaceExit"" instead of AlwaysPerform and it worked!!! i'm so happy! lol

FYI that is because AlwaysPerform can not be used on InstantActions in a buff file. They are fine in Ability files and for periodic actions, but InstantActions in buffs are a no go for some reason. Use OnDelay instead in most cases, though for you wanted Hyperspace Exit is needed.

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May 31, 2012 11:49:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Make sure "OwnerChanged" is a finish condition for the self buff (this also will be tripped if the titan is destroyed) in case you haven't already...

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June 1, 2012 12:00:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
Make sure "OwnerChanged" is a finish condition for the self buff (this also will be tripped if the titan is destroyed) in case you haven't already...

Um, if the entity the buff is on is destroyed, the buff goes away no matter what. You don't need owner changed, though it is a good thing to put on most buffs, its not really necessary for titans.

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June 1, 2012 12:25:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Um, if the entity the buff is on is destroyed, the buff goes away no matter what.

I was under the impression you got memory leaks unless you specifically ended a buff via finish conditions...perhaps I'm wrong but for a periodic action I thought this was so...

I know this sounds dumb (you'd think if the thing is dead, shouldn't the buff be over?) but I could of sworn I saw that described somewhere, even if an entity was destroyed periodic buffs could take up memory...

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June 1, 2012 3:43:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
I know this sounds dumb (you'd think if the thing is dead, shouldn't the buff be over?) but I could of sworn I saw that described somewhere, even if an entity was destroyed periodic buffs could take up memory...

Well I have to double check, but I think I have buffs that have finishing conditions that use "First/LastSpawnerNoLongerHasBuff" to buffs that have no finishing conditions. Naturally I only want these to end on the target death, and I think they work as intended. Granted I suppose the buff could still exist in dead virtual space somewhere if the check was just on the target, not the buff, but that would be an odd way to do it.

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