The thing is, just giving the rapier the ability to spawn 10 capitals really wont work. You would have to balance that out with making the rapier as expensive as 10 capitals would be, and your capitals shouldn't be suicide ships/dissapear after 5 minutes. Dreads and carriers (and titans/motherships) are still mobile ships (dreads are out of siege once in a while, and I've even known one fleet to warp from a pos to another pos in system >_>) Right now, a Cyno beacon would be
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Shewha? How's this on the second page? Not cool, guys... Update as to what I've been poking; I got the closest thing I can come up with for cynoing capitals, and a siege mode of sorts, but I am unsure on how (if it is possible) to prevent cynoing while siege'd. Cynoing also makes drones die off, which is bad...
It's acceptable (for me anyway) in the range I listed, I would love to know what the actual reason is and if there is one, what the actual formula is. That said, since I killed the topic I feel a need to bring it back to life... Is it possible for ability A to affect something in particular about ability B, such as repair amount or max number of targets?
I stumped Annatar! I feel special! [e digicons]\o/[/e] Evil, I was only using the ability at my home planet, there were no battles taking place and no other abilities interfering. For those who care, after about 30 minutes of timing out stuff and graphing calculator magicks, the formula y=0.5-(0.2308312*ln x) (where y is the real world bonus and x is the bonus listed in the .entity) seems to work well to estimate the bonuses where x ranges from 0.5 to around 4.0; I didn't tes
Is there any particular reason % bonuses seem off? I made an ability that decreases ability cooldown and antimatter cost, and set both to be a 50% reduction. From the infocard ingame, it shows properly as a 50% reduction. However, once the ability I made is activated, and another ability on the ship is used, it looks like it's only a 33% reduction is given... Are abilities just actually 66% of the number that is given in the ability file?
I mean the passive ability: AbilityWormHole.entity. I thought it was the ability for the wormholes, but apparently I was wrong... What I want to do is have a ship that is only creatable by a seprate ability that acts as a target for the ability I'm making. The ability I am working on now will be restricted to only having the "beacon" ship as a target. The ability I am trying to get working will (in some way or another) get the ship using this ability 
Exactly what Shadow was saying, except I don't get what he means by the second part there... While I was poking through the .entity files some more, I took a look at the wormhole insta-teleport ability, thinking that I could poke through the Buff file for it and maybe insta-teleport without the extra stuff.... the Buff file doesn't exist apparently? Anyone know where BuffWormHoleTeleport would be?
I'm making an ability that would have a ship chose a target, kill itself, and spawn an exact replica at the target it chose, instant phase jumping of a sort.
Faux-capitals are what I was thinking I would do if it turned out it's impossible to spawn real capitals. Thanks guys.
Is it possible to have abilities that spawn Capitals? All I've seen is CreateFrigate, which doesn't work when made to spawn capital ships...
Looks goodish, but the Bellicose is more of a stabber-type ship, with ACs and stuff seeing as it gets the projectile bonus. It also gets that Target Painter bonus, which could/should be worked in somehow. Should prolly have the Stiletto in over the claw, since they are both interceptors and the Stiletto gets that fun tackle bonus. Thrasher should be something of a fighter/drone killer, it gets the tracking bonus and in eve it's role is to kill smaller ships anyway. Mig
Sounds interesting, but I can see an ability that instantly causes 1000 damage to the target or someting, or an ability that boosts armor amount by 100s, or something similar that makes your ship uber at the same time it instantly kills the opponent...
Gah, ignore what I was saying about poly counts, for some reason I was thinking the numbers for Sins models were much lower, like 400 polys for a frig low... As for balancing pricing on ships, maybe we could go for a system where we assume the BP is around 50ish ME, and from there we do some magic on the price of the BPO iskwise, and for metal we could do metal = tritanium + pyerite*(price on pyerite)/(price on tritanium) + mexallon*(price on mexallon)/(price on tritanium) + isogen*(p
Erm, unless Progress' fancytalk got CCP to go with it, we can't use models/textures from the client... If he did get CCP to go with it, are you cutting the number of polys in the meshes down? iirc the number of polys for the models in eve are pretty high and in larger fights in Sins, computers would be breaking... Mindspat: I meant a race with all four race's ships, sorta like a pod pilot race.
I was seriously considering making a realistic copy for myself that would consist of that stuff, along with bobbit hax, desynchs, GHSC breaking up your alliances, honor tanked dreads, general lag all over the place [e digicons]:P[/e]
Kibbler: I was talking to CCP Fallout, CCP's Associate Community Manager. If we can talk CCP into letting us use their models/tectures that would be awesome, but I don't think we can count on it. Maybe we could make a fifth race for kicks that is all of the ships and such, for people *coughmecough* why love flying everything? Edit: Forgot to mention, the pictures CCP has up in the online item database are fine to use, so maybe we could use those as icons in the Sins HU
I just got a response from CCP on that petition, it's fine by them to distribute the mod (as long as we don't make money off of it, obviously), We can not use the models and textures from the client though. I'mma go ask the HW2 team about using their models and textures later today, unless someone else has doen that already.
It was working for the red star... Damnit... Wasn't getting errors about passive abilities either...
Ahh thats what it is, thanks! The Cease Fire stuff is there because I copied from another ability I made which was initially a copy of Cease Fire itself, I have just been too lazy to fix it and give them both real names and desctriptions.
As it so happens I've been sorta working on an eve mod on my own, I got interdictor bubbles, webs, and warp scrams working, as well as working on the stats and such for the sabre, rifter, thrasher, and the four minmatar capital ships. I've been going for normal pvp fits on ships when chosing abilities and other stats. Been thinking about how to get cynos working, only thing I can think up is making an ability that puts up a phase gate-type of beacon that can be warped to, but tha
Kay, I was finally able to sit down and actually try making this work myself, and I got it to work. I set the second ability for every color star to "AbilitySolarPhaseInhibition" and for the Ability file... TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsAtOrbitBody" instantActionTriggerType "AlwaysPerform" buffType "BuffSolarPhaseInhibition" targetFilter numOwnerships 2 ownership "Enemy"  
Well, ApplyBuffToTargetsInRadiusWithTravel might not have worked because there is no "range" for it to look in... Try tossing a range in and see if that works.
Try "ApplyBuffToTargetsInRadiusWithTravel", looks like it might work, pulled it from this list here: https://forums.sinsofasolarempire.com/306405 Might have to tinker with the target settings though, so it affects "Friendly" and "enemy" things.
I'm having this strange problem with Sins, and having looked around a bit I didn't see anyone else with a similar problem... I'm making a mod, and up until yesterday it was going fine. I put in two new abilities and a fourth race which is, right now, a kitbash of vasari/TEC and three re-scripted vasari frigates. I played with the english.str file a bit, got everything the way I wanted, tested, and went to sleep. Next morning I woke up and went back to messing with stuff, and after I h
After sleeping on it, I thought up a better way of doing this, same as my above post but instead of setting buffType in AbilitySolarPhaseDestabilization to "BuffSolarPhaseDestabilizationSpawn", just set it to "BuffSolarPhaseDestabilizationAction" and just delete BuffSolarPhaseDestabilizationSpawn. Also, change finishConditionType to "OutOfRange" and remove the four lines below that. This makes it so less buffs have to be dealt with and makes the buff not have to be renewed all the time.