Aractain is developing a Max import/export/point management/material management/tangent management tool that totally invalidates XSI for max users. I've been helping him test it out with excellent results, and I believe he's almost ready to release it to the public.
Mystic Angel
I suppose you've tried selecting all of the ships you want and finding a cloak icon. Do you know if there are any stock abilities in the original game that allow you do apply an ability throughout a fleet? If not, I'd say the only way to do this is hit "pause" and do it individually. Or create a radius-based ability that cloaks and decloaks an entire fleet. Maybe with some kind of synergistic bonus as well.
myfist was just saying you don't have to rename the mesh and texture files to match what's currently in the game. You can name them whatever you want, so long as they match up. If, however, you are planning to replace entire factions of ships then I suggest you stick to the stock naming scheme. There are other references to mesh names that can become a real headache if you don't catch them. To fix your problem, you absolutely must fix the alpha channel in the -
It might be possible in the diplomacy version. I haven't taken a hard look at the pirates in that yet, but I know they have their own research tree that improves their ships/weapons. That's what makes them so difficult to overcome in that expansion. It's feasible that, given a colony ship, they could be made to expand their boundaries.
You have an all-white alpha channel in your -cl texture file. Switch it to all black, which will cause the alpha channel to disappear upon saving. Remember when you edit the texture file that it will open without an alpha channel, but saving in the dxt5 .dds format will automatically create a new one that is, unfortunately, solid white.
You're right gruntmaster. I was going off of the Solar Regeneration ability, which doesn't indicate any targets, but I'd forgotten that I had myself added all three party-related target filters to my own version. Good catch. Congrats on your success DareArkin! Now, what have you learned from this experience that you'll take to your next ability-related modding project?
Interesting. First, the trigger type should be "AlwaysPerform" for the ability. The first buff should be "BuffSelfDestructSelf" and have an action type of "ApplyBufftoTargetsInRadius" with a trigger type of "OnOwnerDeath" and the target filter I mentioned before. Make sure the range is large enough to encompass surrounding ships. The final buff,BuffSelfDestructTargets" should be a "DoDamage" type and have a trigger of "AlwaysPeform" or "OnDelay". If you use "OnDe
Sorry, it should be "PlanetModule". You can follow gruntmaster's advice about changing the target filter to enemy, but it seems totally unrealistic for an exploding capital ship to only affect enemy ships and not everything that's around it. I also believe you're going to continue to experience problems until you restructure it into a self-buffing ability tree that targets the owner ship and then the surrounding ships. Find a similar ability and copy it to help the
"The "owner" in OnOwnerDeath refers to the owner of the ability, which is the unit. I should have rephrased my earlier post. I only suggest setting it up that way if you want it to work correctly. Ability 1 applies a buff to your capital ship as AlwaysPerform. Buff 1 is ApplyBuffToTargetsInRadius with an "OnOwnerDeath" trigger. Buff 2 is the actual damage buff and is also AlwaysPeform. Autocast percentage should be 0.000000, and
Well, personally, I would set the ability to AlwaysPerform and then set the activation buff to trigger OnOwnerDeath and the damage buff to AlwaysPerform That means the ability itself would apply a single buff to the capital ship, and then the OnOwnerDeath buff would apply a second, radius-based damage buff to all of your targets. You're also going to want to set the useCostType to "Passive" unless you were planning on this being an activated ability, which is going to be pretty
ApplyBuffToTargetsInRadius OnDeath - DoDamage (for damage, obviously) - PlayAttachedEffect (for shockwave/explosion visuals) Check out the Telekinetic Push ability, adjust the targets and trigger, and then just add an additional Instant Action for the damage effect.
It'll work as long as the ability in that 5th slot is a passive ability. You won't have any way of activating that ability slot otherwise.
There are 5 ability slots: 0-4. The problem is the UI uses the 5th slot for a universal button on all capital ships, but that can be overcome if you don't mind rearranging the UI. It's a whole new project, though. Frigates can have 5 abilities easily.
Like Ryat said, Sins is incredibly picky about capitalization. Make sure when you replace something that you payed close attention to which parts were capitalized, or simply copy/paste what you want from somewhere else (especially if you're working in the ability/buff entity files where capital letters pop up in the middle of a line).
[quote who="DareArkin" reply="16" id="2645626"]kay, mystic Angel. from the error message File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigatePhaseLongRange.entity Label: allegianceDecreasePerRoundtrip Line Number:152 Line Contents:maxShadow 1.000000 what I can tell is that I can't put anything but "allegianceDecreasePerRoundtrip" where it is. I get that it's in th
You're copying/pasting weapon entries that have too much information. These lines should only exist once, below ALL weapon entries: m_weaponIndexForRange 0 firingAlignmentType "Default" TargetCountPerBank:FRONT 1 TargetCountPerBank:BACK 0 TargetCountPerBank:LEFT 0 TargetCountPerBank:RIGHT 0 canOnlyTargetStructures FALSE hasWeaponLevels TRUE weaponDamageMult Level:0 1.000000 Level:1 1.200000<b
Actual, that's not quite the case with smoothing. The game renders smoothing through the UV groups and by using the lighting in the tangent maps. Whatever your UV groups are is what the smoothing groups will be upon importing your mesh. That's why UV mapping is SUPER important. I've taken a couple of 3rd party models and had to end up remapping them and then retexturing them simply because the ready-made UV maps screwed up the smoothing in Sins too much.
[quote who="t-esi" reply="1421" id="2640093"]Hey, just came here to say GREAT WORK, this is one of the best Sins/Entrenchment mods out there. I just have one slight issue/question. The icons for the mines (the exploding type) are they supposed to be not visible or is that a bug somewhere ?[/quote] This has been addressed for the next patch.
I've heard of this error before, and I *think* it might have even been in relation to those new planets. I can't really hazard a guess without toying around with it myself, though. What did the dev exe tell you when it dumped?
For Entrenchment only. The Diplomacy port was Stress's project and probably won't be touched by any of the other team members until the Entrenchment version is done.
That's awesome! He's always been one of my top actors. His background in theater and stage work bring a high caliber of depth and subtlety to his performance that most Hollywood actors seem to be lacking. Well earned. And I definitely meant "myfist" in my last post, not "myfirst". Sorry about that.
What do you mean, myfirst?
I've discovered that some of the material has the option to be loaded as needed. I'm not certain what affect making that change might make, or how much of a difference there will be, but I'm looking into it. The pole-pinching on the optimized planets also might be avoidable. I believe Stress has used a different form of UV mapping while maintaining the same textures. I haven't tested a ton, but I believe the planet textures can be reduced in size without any si
Has anyone found a file that controls the phaseout effect during hyperspace specifically? I know its affected by the PhaseOut pipeline file, but I'm just looking to have ships travel between celestial bodies without being pushed into phase space. It would be ideal if I could do this without affecting the visual effects of the Visari phasing abilities. Thanks in advance!
Oh, right. I imagine you used the PlayAttachedEffect modifier. Does that mean you've got everything worked out the way you want it now?