Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

I know you said the rings won't move, but it is possible to create them as effects and make sure no ships run into them. It's as simple as opening up the mesh file in text format and expanding the bounding box values to include an area that encompasses all of the rings. As gruntmaster said, I don't believe there's a way to make particle effects susceptible to weapons fire. That be a deal-breaker for me. SivCorp's idea for adding to the mesh by upgrades is great, thou

9 Replies 7,414 Views

This is referring to a numerical range in one of the files, Unfortunately, the "gs" doesn't have anything to do with the problem itself. The value should always be positive, but this means the current value is negative. I know we've dealt with the issue before, but I can't think of where it was to save me life at the moment. I feel like it was definitely in one of the ship entity files, but I'm afraid I can't come up with any more specifics. Someth

3 Replies 4,697 Views

1. I'm not sure on this one, but might it have something to do with the role types or statcount types that you've placed on your ships? I know certain types prefer certain targets and such, but I don't recall the AI ever choosing not to attack. I say take a look at the entity file for ship and compare it directly with a entity file of the same roletype (long-range frigate to long-range frigate, for instance) from whichever version of stock Sins

7 Replies 5,657 Views

Wait for the mod team to release their fleet mod, which does exactly what you're asking but in a balanced way. It should be in the next release if I'm not mistaken.

2 Replies 3,052 Views

For the love of all the holey cheese in the world, why would you not include "Weapon" as a possible attachment type if you give abilities the option for weapon effects? As you may have guessed, it isn't even possible to attach an effect to a weapon point. I would be totally fine with my ships needing to face it's target in perfect alignment if it didn't totally override the fighter-style movement. It just parks itself and starts blasting away like some ancient ship of the

5 Replies 3,460 Views

The weapon does use a missile effect. Unfortunately, I don't want it to target anything behind the ship, which causes the missile to fire forward and then swing back around ala Phase Missile Swarm. If I switched the forward facing line to TRUE in the ability file, the ship would still have to face the target perfectly even with a missile effect. (Aaargh!) For all the modding accessibility in Sins, there are some really frustrating coding limits in the engine. I

5 Replies 3,460 Views

Here's another issue I've been tangling with for a while. I have a couple of ships in my mod that I'd like to add an additional (4th) weapon to as an ability. Strictly speaking, I've been successful in these attempts. What I'm not happy with (read: frustrated, infuriated, frazzled, and bewildered) is that the weapon either fires forward requiring the ship to face it's target directly (which is wholly unacceptable considering all of my ships are using the fighter-style move

5 Replies 3,460 Views

I need a bit of help from the community. I'm trying to figure out a way to disable a single type of weapon on a ship while leaving all of it's other armaments intact, but I've run into a mental brick wall. The weapon in question is physical while the others are energy, so I tried reducing the "physicaldamageofdamagedealer" by 100-10000%. All that did was lower the damage while the ship continued to fire. I'll also add there was still minimal damage from the torpedoes

0 Replies 1,641 Views

This is used in conjunction with the Illuminator's illusory double ability. It causes the enemy ship to repick the target it's attacking, which is great when paired with "ChanceToNotBeOptimallyTargeted" or some other similar effect. I think of it as a decoy-type buff set. Obviously, if there's no other possible target around, this buff doesn't do much good.

1 Replies 1,244 Views

Yeah, I tried that approach. Unfortunately, weapons set to AFFECTS_ONLY_HULL have absolutely no effect if shields are still present, and weapons set to AFFECTS_ONLY_SHIELDS obviously has not effect on a hull once shields are gone. Thanks for the helpful offer, though. As I said, it was just a matter of giving the faction the necessary research that enabled the "phase" part of phase missiles. Once I had done that, everything worked as intended.

7 Replies 5,918 Views

The starbase isn't an original model or texture. That said, the model and texture are of a pretty low quality, and no extra texture was needed for the interior of the saucer, which utilizes the exterior texture. I will say that the texture maps and UV mapping could be redone to save a quarter of the ~16 mb that are devoted to the starbase textures, though. It's a fairly minor change that would take more time than it's worth at the moment, especially considering we still have

5,100 Replies 12,667,518 Views

There are two files: Unit_HUD_InfoCard and Unit_HUD_Main. These two affect all instances of the icon you're referring to (on the star map, in the galaxy window, and in the info card fleet summary). Be sure you change both the color channels and the alpha channel, and then make certain you place the new icon into the EXACT same place on the canvas. The brush files dictate which parts of the canvas are used for which ship, and if you go outside the boundaries of the Ra

2 Replies 3,327 Views

Without experiencing the issue personally, by best guess would that there's a corrupted file in your download that's causing your version of the mod to not match others'. You might try redownloading the mod. Otherwise, there's something wrong with the reference in the alliance starbase deployment ability.

5 Replies 9,606 Views

I got it figured out a few days ago, but thanks. I had the weapon class set to phase missile, but it required the base phase missile research, which is what initially allows phase missiles to ignore shields. Without the research no amount of percentage increase was going to cause the torpedoes to ignore shields. It's set to activate on a specific weapon firing because I don't want every weapon to penetrate the shields. This is the only way to specify a weapon t

7 Replies 5,918 Views

I've noticed it, but I haven't applied much effort to figuring out the cause yet. if I had to hazard a guess, I'd say it has something to do with the number of bursts per weapon discharge, as set in the ship entity file. I'm betting that the hit effects only occur when damage is applied, which is once per weapon discharge regardless of the number of bursts.

4 Replies 3,280 Views

You must also add a reference in the SoundMusic file within the GameInfo folder. Be sure you increase the number at the very top by 1. You must also add the new sound file to the PlayerFederation file as well. I think there's a soundCount value that you'll need to increase here, as well.

5,100 Replies 12,667,518 Views

Thanks for the response! I had the same thought at first, actually. The buff would appear for an instant and then be gone. I've now changed the finish condition to antimatter depletion, with the result that both buffs now remain active after initially firing the weapon. Unfortunately, there's still no shield penetration. Changing the ability to passive (and changing the buff type to ApplyBufftoSelf) created an odd error where the buff kept being applied and rem

7 Replies 5,918 Views

I have a certain weapon in my mod that has the ability to pass through shields. Unlike the phase missile, this weapon is acquired near the end of the research tree and is just a modification of another weapon type that is available from the game's beginning. Further still, it's only available to a select few ship types with access to the original weapon. For example, ships A, B, C, E, and G all have access to weapon 1. Only ships B and G will gain access to the modifie

7 Replies 5,918 Views

I'm responsible for all of the HUD icons in the SOA 2 mod. There are several ways you can go about doing it, I just took what had been started a while back and built on top of it. Basically, you have all of your appropriate brush files (HUDicon-ship, HUDicon-module, etc.), so you need to copy those that are necessary for your 4th race and add a "-2" at the end. Then inside the files, chose one of the original races and change the prefix to something that fits the new 4th rac

3 Replies 21,720 Views

I'm not sure exactly what you're referring to, but the amount of work involved in that kind of port will depend on the content you want to use and the organization of the original. For instance, in SOA 2, we had originally renamed all of our files to reflect Star Trek-specific content. To better adapt to constant patches, however, we switched back to using the stock game's naming conventions while using trek-specific names only for our 4th and 5th races. If file name

5 Replies 9,178 Views

Good question, actually. You'll need to place a mod into the version-specific mod folder. So, for any Diplomacy mod, you would place the files into the 1.011 folder as you suggested. For an Entrenchment mod, you'd place them into 1.051, and then you'd obviously do likewise for an original Sins mod. Remember that a mod placed into any one of these folders only affects the version of the game that it's meant for.

5 Replies 9,178 Views

The diplomacy version is on hold for the time being, especially until the the entrenchment version is completed. Porting the complete mod over to diplomacy should be fairly easy, anyway. Boarding parties have been instituted as abilities for the klingons, I know. There might be a boarding ability for another faction, too, but I'm not certain. The Nor-type station will be used as the trading port for the Dominion. The model is complete; I think we're just wait

5,100 Replies 12,667,518 Views

Wow. I feel for you dude, but everyone was given an opportunity to keep their place on the team by simply contacting jtaylorpcs. You could have simply pulled out then and asked that you be given credit for the work you'd done. You did add quite a few things to the text-area of the mod, which I agree you should have credit for, but I wouldn't go overstating things. I know of several people who put a great deal of time into the string file, including myself. If y

5,100 Replies 12,667,518 Views

Nope, XSI will serve no purpose if Max is your poison of choice. Aractain's script covers everything that XSI was previously needed for, and does it in a much more elegant and intuitive way. Personally, I've found Max to be much more powerful than XSI and definitely easier to use. As far as cost is concerned, I bet you can find a free copy of an older version somewhere...

1,134 Replies 2,238,227 Views