YEA!! We have a new forum for sins diplomacy!!! Will the devs use it to give us extra information??
EvilTesla-RG
Interesting, I have never seen this line before "InitializeMovementTowardSpawner" How did you find it?
The starbase trade ports are hard coded, and can only be put on starbases. I guess you could make a starbase that is really just a trade port...
Culture is easy. It is very easy to make an ability to emit culture. Look at the Advents' cultrue cannon. The hard part is trade and reaserch.
You said that you havn't changed the finish conditions. is this finish condition still valid? finishConditionType "FirstSpawnerNoLongerHasBuff" buffTypeToQuery "BuffMassDisorientationSelf"
All I know, is that Homeworld was the greatist (and still is) RTS of all time. And I know that it wouldn't be the same if it didn't have a campain. Same goes for Starcraft, not as good as Homeworld, but it is still classic, and would be significantly less of a game if it didn't have the lore provided by the Campain. I imagine sins is the same way. That a campain can only add lore to the images we see, signicangly enhancing the experience.<
first, are your finish conditions correct? Are you SURE the buff is STAYING on the tagert? Also, although I have heard rumors of negitive force working, I am not convinced that sins will accept a negitive force. If I were you, I'd set the force to positive, and see if anything hapens. If the buff works, then switch the force to negitive, and it doesn't work again. You can be sure that sins doesn't accept negitive forces.
Um...was that Pun on purpose? Seriously, Impulse momentum grows? The Physics defintion of "Impulse" is a "Change in Momentum" so...yea...
That....makes no sence. The whole point of this is so my Mine Layer ship can only lay one mine field. I have it already working. It is simply a passive ability that destroyes the ship if it uses an ability. It works perfectly.
LOL @ pic!! glad your not treading on my turf with the pirate thing, lol.
Wierd! I'll have to mess around with that... I have a question though...are you making a pirate mod?
interesting ideas! First, I can NOT do it like the starbase, the disapearing effect is built into building a starbase. Rhughes and Terraziel, may I see your code? I do have an idea. This is the only ability on the ship. SO I can just put a buff on the ship that causes it to die whenever an abiilty it used.
Problem is, all spawn abilities must be on the ability file itself, they cannot be put on a buff. Now, if there was a way to spawn a mine AND a buff, that would be easy.
I have a problem For my Pirate mod I am making adding a playable pirate race, ARG! I want an ability that generates mines, and then kills the spawner. For the life of me I can't figure out a conistent way to do it.
I do know that the AI looks for certain ship roles to use, if it doesn't find the role it needs, it will throw a tantrum and crash the game.
Well, as long as it works!
Um...did you actully test the thing? Keep in in mind CanBeCaptured doesn't DO anything! All CanBeCaptured is, is a modifier for the scout. Things like planet planets and ship can be captured even if they DONT have the CanBeCaptured Modifier, it is just the CAN"T be captured by the SCOUT'S CREW EXTRACTOR unless they have the CANBECAPTURED modifier. So yea, all that did is now a scout can capture your planet as well.
My initial guess is that you are appling it WITH TRAVEL. Keep in mind that squad abilities work differntly than with normal abilities. In a normal ability, the buff is on ONE SPECIFIC entity. A squad ability is NOT on ONE SPECIFIC entity. It is "spread" over seven (or whatever number of fighters) entities. The fighters do NOT have the ability, the SQUAD does. So when you have something like Travel coming from a squad
making them jump by them selves is the same problem of making Starbases jump. So negitive forces do work? That is good do know...so shadow wasn't insane...
You could also use my Notorious "AND" logic gate, so it only attaches to the booster. Keep in mind though, the physics of "Magnatize" Magnatize ATTRACTS certain targets, so you'd have to actully have the magnatize Buff (which could be applied by the fighters...) on the Booster, and it attracks fighters, with no damage when the two collide. Plus I don't know how magnatize acts in phase Space... Shadow Mastiff had an idea,
Nuetral extractor are hard. From what I have figured out, the game simply takes TEC extractors, slaps on the CapturablyNuetralEct....Ability. And just Calls it a nuetral extractor.
I....don't know. You could certainly try it! I'd LOVE to hear the results ...could be usefull in a Howeworld mod.
Well....Yea. You could spawn a frigate, fighter, or starbase, and CALL it a planet. Though it would probably be more accurate to call it a large moon.
Well... you could just have a passive that slowly generates resources over time. Then have it generate one giant lump sum "On Owner Death"