on the Eclipse page, i see this as an explanation of the call functions: numPeriodicActions: Iteration periodicAction actionCountType : Condition <st
boeduur
Sadly, I already had it set to persistent, but I appreciate the suggestion.
ok, figured out the invasion thing. just gotta get the coding right. got the abilities to work, thanks to your assistance, but now im running into a weird thing. when i save, and reload the game, on the reload the particle effect is gone. i imagine because the ability already fired, the buff was applied, but sins didnt feel the need to re-up the fx. anyone know a work around on this? part of it could be that i had to put a stackLimit 1 on the buff
Wow, that sounds complicated. Looking at it more thoroughly, thanks to GoaFan's recommendation, I will be going the Ability route. Should be sufficient for my needs. Final (haha) question for you all. Is there a way to trigger such an ability (as adds a visual effect), when an invasion begins on that planet? Like an "OnInvasion" command? Thanks again! -Boe
[EDITED FOR BETTER QUESTION] So, ive figured out how to apply my oarticle to a planet via a buff/ability. Woo. Problem is, its rendered in game FAR brighter than in PF. I tried changing the particle from Additive to NotAdditive for the background light, but then its wayyy dimmer (and jerky, for some reason). Is there a setting that i can use to leave them Additive, but reduce the render brightness? Thanks! -Boe
Ok, fair enough. And, thanks for responding. Perhaps you can help me with another question. I have a particle designed, in PF, and I now want to apply it to planet graphics. How do I do that? Thanks! -Boe
Hi all, Looking to make a ui mod, and am having a hard time finding which files control the specific elements I want to touch. I'm guessing they are brush files, but can't figure out which ones. A couple questions for you all, hoping that someone has found these: A ) What file controls the planet boundary image? The thin band around the gravity well. B ) What file controls the phase lane image? <
Heh, alright then, I guess I'll just have to be patient [e digicons]:'([/e] Thanks tho, guys! Lookin' forward to subsequent releases!
Pure curiosity, has anyone tried activating this mod contiguously with another? Does it work if placed above or below another? I loooooove me some BfG, but I hate to just see Imperials volleying at each other.
The Imperials do seem to have a powerful edge over the Rebs. I've been playing Imps since the day of this mod's release, and last night I tried the Rebs. Fleets and stations of comparable sizes: Rebs were unable to take out a station without heavy loses, whereas the Imps did just fine. Also, it seems like the crew requirements of Reb ships are inordinately higher than Imps. Was this intentional? In anycase, Jason, thanks for making a great mod! I'm looki
love the new version, cant wait for the Romulans. question about the B'rel cloak. is there a reason it has a duration? its not particularly cannon for cloak to be limited, nor do i think it would be a game breaker for it to be of unlimited duration (as long as it means no weapons usage). perhaps, to avoid mass cloaked fleets showing up in a system, make it so one cannot make a phase jump while cloaked? just food for thunks
saved game is playing as Advent on Ancient Gifts map. all six enemies, random races, medium difficulty. all game settings set to fast except ship speed. had just built 2 starbases in wormholes prior to save, but no minidump out of the game while playing before saving. have played through multiple games at this point, and have yet to experience this before. Windows XP Premium Intel Pentium M processor 2.00 ghz 2gb ram ATI Mobility Radeon x1600 - 256
So, I have only played two games since downloading Entrenchment, but I have noticed in both that the scout vessels for both TEC and Advent seem to be confused. When putting them on the Autoexplore, they jump a single planet away from the building planet, and then just bounce between that one and a second, over and over again. Sometimes they stop if I manually send them somewhere else, and will correctly Autoexplore. But sometimes, they will just bounce between that one and another, again.
bah, Caldari scum? hah! you and your pansy democracy... :-P do gotta love the Domi tho. nearly invincible tank, with massive drone bay.
long time EVE addict. would love to see this work out for you. ill lend all the moral support i can :-P
less posting, more working :-P jk, Eville. Looking great, can't wait to play. I have some proficiency in coding, so let me know if you'd like any help. hope you had a great T-day.
i think im speechless...
god i love me some warbird... [e digicons]}:)[/e]
hey all, ive been lurking in this thread since the third post. cant wait to play. in anycase, i have no intention of buying the expansion (because, modders have already successfully created everything in it, why pay for a mod?). if my two cents matters, i say dont waste the time waiting for, and developing for, it.
ok, i hate to be annoying, but one more question... (for now...) if i make a change in the entity, mesh, wtv, files as im playing with the dev.exe, it will on the fly update the game with those changes? so, if i change what mesh the entity file is pointing toward while using the dev.exe, i can see the model change in the game? figured i'd ask before i try it, and somehow screw up the durn thing. thx again, -Boe
Hiya folks, workin on a mod right now that swaps out ship models, essentially, and ive followed through the modding supplements (thx IC and SD) that are provided in the "toolset". now im looking at the entity files, and want to designate which weapons/types fire out of which nulls i defined in XSI. but, in all of these sections (looking at vanilla ships for example), i don't see any calls to the XSI defined null points. where do you tell it
great mod, EJ. any plans to merge Uzii's SinsPlus mod into this?
Doesn't sound like anyone else is experiencing this, so I'll throw it out there. The mod has loaded up perfectly for me, and the game runs fine, except that in the zoomed out mode, no textures load for the planets, so all i see is a starlane going to nothing, and rebounding in another direction ;-) Not a make or break, perse, but sometimes it really is nice to be able to see what the planets are. Anyone know a fix?
When I try to enable this mod in the options/mod ui, the screen darkens a little, and then freezes. Task manager says it is not responding. Anyone else have this issue, or know a fix. I'm running Windows Vista, and the mod is not in the documents and settings folder (becuase it doesn't exist in Vista), but it is in the AppData folder, in the software created Mods folder. Could this have anything to do with it? Thanks!
Gauntlet, Great idea. Are they capturable? What kind of bonuses do they offer? I still do want to see a deployable (or something) station for systems that are not colonizable/"capturable", especially for Wormhole defense. Also star defense, for that damn, blasted, long-range jumping crap.