hangar or rather, it doesn't work because you put "Hanger" not "Hangar"
Terraziel
2000 armour would get mean you only take 0.0099 Percent damage and incidentally, its pretty simple really. Though obviously this only a single part of the damage equation. Percent Damage Received = 1/(1+0.05*X)
Essentially I'm making this post so as not to interfere with the SoA2 thread Now, just to keep this on the right track, so it doesn't look like i'm picking on Major Stress for some reason, my experience with the AI is different than Major Stress, and I can probably assume other modders have different experiences with it as well. This thread is for discussion and conglomeration of what we know (for future use in the Wiki obviously), but from said thread: [quote
Yeah, sorry about the abruptness of the response, it was like 2am http://sinsmodding.dreamhosters.com/index.php?title=Developer_Exe Read through that and what I'm about to say will make a lot more sense. I'll give a basic rundown, but just play around with the dev.exe it's pretty explicit about all it's functions, and there are lots of them, these should get you going though.<br
Quick answer: Whilst ostensibly there for modding, the Dev.exe provides much of this functionality. Assuming you are up to date, it's in the sins base install directory.
Sorry, Wasn't clear enough in the second post, Got it working in the end. It was the models lacking an Ability-0 point that was causing all the crashing.
Well, given the information that it Can work, I started again. Long, story short: It turns out that whilst neither the mines nor the ability reference it, CreateSpaceMine requires an Ability-0 point on the mesh of the unit that is spawning them to work. This would probably be fine if I were simply making a minelayer unit, but it means I would have to edit go half the ship meshes in the game. but I'm just going to make the ability spawn a dummy frigate that spawns the mi
Is there some strange trick to SpaceMines that I am missing? I can't get them to work at all. Custom Mines on a Custom Race = Minidump, Sins Mines on a Custom Race = Minidump, Custom Mines on a Sins race = Minidump. I may just give up and place the mine abilities on mine shaped frigates, but that seems defeatist. And I know it's something the behind the scenes about the mines themselves causing the issue, as the buffs all work fine, but it crashes the instant it looks at
Here, because i had one uploaded somewhere already. http://www.mediafire.com/?dn2mmmzdnng You just want BuffMVAMSeparate.entity EDIT: hmm, had I thought about it, I could have uploaded this earlier.
Yeah, I can assure you it works, As a shot in the dark as to why yours didn't, If it wasn't already try setting the TriggerType to OnDelay 0.000000, I've had issues with using CreateFrigate set to AlwaysPerform.
You can just use multiple instances of CreateFrigate in the buff, to test (Because I was unsure if there was a limit to the number of instantActions a buff could have) I just got it to spawn 5 different types of ship. To be more specific. For the ability you simply use ApplyBuffToSelf, then in the buff file you can have as many instances of CreateFrigate as you require.
For those that have never written a Wiki page before, Like me, I just came across this. http://mediawiki.fckeditor.net/ If you edit their Sandbox demo, then click [Rich Editor] you get, as it says, a "WYSIWYG interface for MediaWiki". I couldn't find an offline one, but it's better than nothing.
Technically, each individual weapon on a ship is linked to an attack type, of which there are 9, they are also completely independent of the type of weapon (ie you can have an autocannon as any of the attack types), and the attack type is what determines the damage multipliers vs the armour types. But as i remember the official files, each ship only uses one attack type, so Capital ships all use the CapitalShip attack type which has the following multipliers Damage
It's still up on the creators website, though for simplicity's sake here's the straight link http://janvanderweg.com/SOASE/SOASE_Maxtoolv1.1.zip
Well my personal experience is that 1.1 of the Max tool works perfectly, even in Max 2010 64-bit, I've had no issues importing or exporting. Now, version post 2.0a is nothing but hassle, but as long as you don't need the extra functions it was designed to provide (which as i recall was mesh splitting and Multitexture support) you should be fine.
Well I've been doing my best at abstracting the effects of Formations for a Mod (currently flanking works as a concept, as well as larger fleets having improved morale, but decreased maneuverability (and the subtleties in between)), but would greatly love them to put actual formations in, which given there is a file called "Formations.entity" they clearly intended to at some point. Preferably these would be customisable, with the ability to attach a buff file to them for some bonus effec
I'd already tried that, but tried it again just to make sure, and it makes no difference
I'm having issues trying to get "PlanetModuleWeaponDefense" type entities to target multiple ships, no matter what number you place in TargetCountPerBank it still only picks one target, now my sudden realisation is that this might be a limitation created by the need to make the module face it's target (as obviously it can only face one point). But before I complain bitterly, I was wondering if someone felt kind enough to check whether this occurs for them as well, or if it is just
Well, technically you can just use "ChangePlayerIndexToFirstSpawner" to conquer the planet instantly. the main issue with that is deciding on and making the trigger mechanism, ie What do you want to have to happen Before the planet changes sides? because having an ability that just instantly conquers a planet seems....silly. And because planets don't really have many attributes you can work with, making it simply be a damage ability is the most sensible route.
Essentially the simple way of doing invasions is what EvilTesla suggested, just a damaging ability that instantly colonizes the planet once it turns neutral. Of course, if you wanted to go the extra mile, you could do my original idea which was to have built in to the same ability a way of reinforcing planets. Ie you let the ability target friendly, neutral and enemy planets, and have it heal friendly planets, conquer neutral planets, and damage enemy planets, this way you can use
EDIT: Straight from the player*.entity files. shieldData shieldAbsorbGrowthPerDamage 0.001000 shieldAbsorbDecayRate 0.012500 shieldAbsorbBaseMin 0.150000
Risen is great fun, but only if you like earning what you are after. and I mean seriously earning it, I've spent 8 hours (leisurely) trying to become a Mage and have yet to cast a single spell. Fallout 3 - In my opinion Fallout 3 was awful (especially if you liked the first two), just a crap mod for Oblivion, Combat is far too easy - there is far too much ammo in the world and VATS just makes a bad system worse, the world is bland and repetitive giving little impetus to explore, an
I think, given the forum, he means a specific list of Modding related changes, ie what exactly they have done that is likely break Mods. Which is definitely something I would agree with, removing some of the guesswork would ease the updating of mods
I shall add my voice to those lauding multiple monitors, but only if you have a use for them, for gaming alone it get annoying, like leaving you unable to move your mouse towards one edge of the screen for fear of it going on to the other monitor, though that sort of thing really depends on the game as an aside, I'll note I'm in the UK so can't really say for the US, but $350 probably isn't going to get you 28" monitor, or even a particularly good 25".