I'm not using any mods, and this is what the two files look like:
AbilityScout.entity
TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTargetNoRange"
instantActionTriggerType "AlwaysPerform"
buffType "BuffScoutPlanet"
targetFilter
numOwnerships 3
ownership "Enemy"
ownership "NoOwner"
ownership "Friendly"
numObjects 1
object "Planet"
numSpaces 1
space "Normal"
numConstraints 0
effectInfo
effectAttachInfo
attachType "Ability"
abilityIndex 2
smallEffectName "CapitalAbility_FarSightActivate"
largeEffectName "CapitalAbility_FarSightActivate"
soundID "EFFECT_FARSIGHT"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "NotInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget TRUE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 1.000000
Level:1 0.000000
Level:2 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_FARSIGHT_NAME"
descStringID "IDS_ABILITY_FARSIGHT_DESCRIPTION"
hudIcon "HUDICON_ABILITY_FARSIGHT"
smallHudIcon "HUDICON_ABILITY_FARSIGHT"
infoCardIcon ""
buffScoutPlanet:
TXT
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusivePerPlayer"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalBuff_Farsight"
largeEffectName "CapitalBuff_Farsight"
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "ProxySensor"
numFinishConditions 0
Everything seem to be in order? I just went through and double checked and it seems valid. I'm still new at this, so I just want to be sure.
Have you ever come across a file that lets you modify how powerful the neutral colonies are? (Specifically how to make more ships show up at neutral planets at the beginning of the game) Or is that a hardcoded feature? Thanks for the help, by the way.