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Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

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The Soase Idiot's Guide

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Harpo's Sins Utility Package -- Dropbox

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7,618,575 views 2,761 replies
Reply #1101 Top

Make an invisible frigate with no weapons or explosions, and blank icons with the desired experience bonus.

 

Spawn it OnOwnerDeath, and give it a nice post spawn buff with MakeDead, should do the trick.

 

Do the spawn as a nested buff that stays in residence for the lifetime of the ship just as if it were passive, and it will activate with the first usage on actives as well as passives.  Even works where abilities are disabled.

Reply #1102 Top

Wouldn't putting a MakeDead buff make the ship not register as having been killed by X enemy? Either way, that sounds like it'll do the trick, will figure out how to make it work, thanks!

Now another question, iirc Rebellion and Diplomacy have a research modifier that allows you to increase the capabilities of a refinery, aka. let one tech-boosted refinery produce as much as two refineries. What research modifier is this? Is it RefineryShipCapacityAdjustment?

 

Reply #1103 Top

that would allow one refinery to have double the output.

Reply #1105 Top

Will do this evening--b-day party and running at moment--thanks for the update

Reply #1106 Top

Quoting Lavo_2, reply 1102
Now another question, iirc Rebellion and Diplomacy have a research modifier that allows you to increase the capabilities of a refinery, aka. let one tech-boosted refinery produce as much as two refineries. What research modifier is this? Is it RefineryShipCapacityAdjustment?
End of Lavo_2's quote

Don't know if this helps but here goes...the TEC "trade" technologies that lead up to pervasive economy affect both trade ports and refineries....it is a percent increase in the income earned...

The Vasari "trade" technologies only affect trade ports...

At least, this is my understanding...

Reply #1107 Top

Quoting Seleuceia, reply 1107
Don't know if this helps but here goes...the TEC "trade" technologies that lead up to pervasive economy affect both trade ports and refineries....it is a percent increase in the income earned...

The Vasari "trade" technologies only affect trade ports...

At least, this is my understanding...
End of Seleuceia's quote

That as the way before Diplomacy. Then it added a modifier just for Refineries, and is on the Vasari resource pact (I think). Before that, you had to give the TEC modifier to increase both by say 100% then also apply the Vasari one as negative modifier of the same amount.

Reply #1108 Top

Any Ideas why the following isn't working?  I'm working on making the Novalith's cooldown be reduced by three upgrade levels of Novalith Deregulation.

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelfNoRange"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTechOrbitalCannon"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 1
object "Planet"
numSpaces 1
space "Normal"
numConstraints 1
constraint "IsExplored"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "ResearchWithBase"
baseSourceResearchSubject "RESEARCHSUBJECT_PLANETMODULEACCESS_CANNONTECH_LOYALIST"
improveSourceResearchSubject "RESEARCHSUBJECT_NOVALITH_DEREGULATION"
aiUseTime "Anytime"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
Level:0 200.000000
Level:1 200.000000
Level:2 200.000000
Level:3 200.000000
cooldownTime
Level:0 360.000000
Level:1 300.000000
Level:2 240.000000
Level:3 180.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_TECHORBITALCANNON_NAME"
descStringID "IDS_ABILITY_TECHORBITALCANNON_DESC"
hudIcon "HUDICON_ABILITY_TECHORBITALCANNON"
smallHudIcon "HUDICON_ABILITY_TECHORBITALCANNON"
infoCardIcon ""

Reply #1109 Top

Quoting Volt_Cruelerz, reply 1109
maxNumLevels 1
End of Volt_Cruelerz's quote

 

Reply #1110 Top

maxNumLevels 1 :)

 

Edit: Smoked!

Reply #1111 Top

X|

Reply #1112 Top

The one I have problems with is isUltimateAbility TRUE.

 

Many a scream of frustration on realizing I forgot to change it when I started with an ultimate for a base...

Reply #1113 Top

Can anyone give some details on exactly how planet textures are done. I'm modifying one right now that I want to have a white, metallic look, and I could do this easily if it were a ship texture. But I don't know how the channels are set up for planets. The texture also looks much more blue in game than it is in the editor, even with skyboxes off, so you can't even tell its mostly white. Can we use the same system ships use? What exactly do the Starbox Scalars in the entity file do?
 Is there something else I should be modifying?

Reply #1114 Top

iirc, planets only need a CL texture, and shouldn't have an NM texture. I know Nova's planets only have a CL texture; clouds are defined in the entity or something like that.

Reply #1115 Top

Quoting Lavo_2, reply 1115
iirc, planets only need a CL texture, and shouldn't have an NM texture. I know Nova's planets only have a CL texture; clouds are defined in the entity or something like that.
End of Lavo_2's quote

Yeah, I noticed that and figured out the clouds, but there is something with the lighting that makes my texture look terribly wrong (a blue aura around the sunlit part), but I'm not exactly sure what I need to change so it won't render it like that. I'd also like to do the sort of metallic and/or reflective effect you can do with the DA textures on ships, but it seems the planet DA textures are rendered differently.

Reply #1116 Top

Are you talking about glowColor??  Try setting it to zero and see if that gets you anywhere...

Reply #1117 Top

Quoting Seleuceia, reply 1117
Are you talking about glowColor?? Try setting it to zero and see if that gets you anywhere...
End of Seleuceia's quote

No its not the glow color, I have that working perfectly. Its just a standard 8 digit hexadecimal color.

Reply #1118 Top

Getting this error..  What would be causing it?

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(377)

m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)

Reply #1119 Top

The improvement research has to have the base as a prereq.

 

Edit: This is a terribly inaccurate thing to say.  It doesn't actually have to be a prereq, but the order in which things get researched does have to be base before improve.

Reply #1120 Top

I think it has to do with the aforementioned Novalith upgrade via Deregulation so... 

Reply #1121 Top

If the novalith upgrade doesn't have the original access somewhere in the tree of prereqs, then yeah, that will do it.

Reply #1122 Top

The upgrade is just Novalith Deregulation..  It's not even a new tech...

Reply #1123 Top

Quick question, how do the capitals know how many strikecraft squads they can have per level?

 

I figured out how to control starbase strikecraft ammounts really easy, but after looking through the lines of all the capital ships i have yet to see something that says how many they can have instead of just what types.

Reply #1124 Top

in EACH of the capitalship*.entity files there are lines that read similar to

CommandPoints
    StartValue 3.250000
    ValueIncreasePerLevel 0.550000

(this was grabbed from the CAPITALSHIP_PHASECARRIER.entity from rebellion 1.031)

how it is calculated is  eg a level 6 cap carrier for vasari gets int(3.25+(level(6) * .55)) = 6 squads not the simple calc of 6.55 squads, just drop all after the decimal point.

harpo

 

Reply #1125 Top

I had actaully just found anouther post that i think is where you coppied that from when i stoped being a idiot, Thanks a lot for the quick reply though