Kilumanjaro

Kilumanjaro

Joined Member # 2980990
3 Posts 207 Replies 197 Reputation

Well... If you want your "figates" to behave just like fighters, then no problem. Just make strikecraft with larger models and Viola!, there you go. If, however, you mean to have a squad that moves in phase space and is independent of any carrier, or has abilities of any kind, then your just plain out of luck. As for rotating turrets, no. Its just not possible yet, or at least nobody has found a way to fake it yet.

3 Replies 1,760 Views

from the Advent Research Topic that speeds up research: researchModifier [color="#000000"].....[/color]modifierType "[b]ResearchBuildRateAdjustment[/b]" [color="#000000"].....[/color]baseValue 0.000000 [color="#000000"].....[/color]perLevelValue 0.111100 worth a try, i think.

1,334 Replies 3,502,985 Views

Perhaps better would be a request to the devs for future patches... an option to have multiple .str file in the vanilla directories and tell the system which one to use and not trigger the checksum functions. Since only strings are affected, no balance issues should be possible. I know a spanish localization is already done, now German, would be nice to still allow those players to play together online, each in their own preferred language. BTW, Ben-Mirro, your English is f

4 Replies 3,773 Views

In addition to the changes to the cap ship, you need to do a couple other things. The Capital entity line you changed points to another entity, i.e. SquadTechCombat.entity. That file includes information about the squad as a whole including the number of individuals in a squad. That, in turn, points to another file, for the individual fighter, i.e. FighterTechCombat.entity. So make another Fighter entity, with the info from a Light Frigate, A squad entity with a squad count of 1 poin

1 Replies 1,590 Views

To make matching weapon types, start by copying everything in the "weaponEffects" section into the same section of the weapon you want to change. Pay attention to these lines in the top portion too, as mismatches can break the game: [b]weaponType[/b] (this needs to match what is in the weapon effects section) [b]DamageApplyType[/b] (BACKLOADED or OVERTIME) [b]DamageType[/b] (ENERGY or PHYSICAL) [b]WeaponClassType[/b] (this sets the title of the weapon and determines what reseach

16 Replies 11,240 Views

SomeDeadGuy, did you decrease the DamagePerBank when you dropped the PreBuffCooldown? If not, then the Autocannon is almost 5 times more powerful than it was before in DPS (damage per second) That is the key stat the comp uses when deciding which side it prefers to fire from. So now the DPS of your autocannon on the left side is 49.5, while the beams are still at 9. Try your autocannons like this: Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALS

16 Replies 11,240 Views

They encoded the entity files to decrease load times. It was only done for optimization. Note that for modding, the game still reads text and will work just as well without encoding.

4 Replies 3,756 Views

You're talking about the neutral ships in gravity wells right? Those are the local militia. They do use TEC ships, justified because this is TEC space being taken over by two other races, so those planets already have human colonies not yet under the direct control of a commander for the TEC. Changing them to not be identical to your own ships will be a little complicated... [i]1st[/i], make copies of TEC ship .entities, then rename them to use a new race name, "FrigateMilitiaLight

3 Replies 2,048 Views

A couple notes, to help you along here. [b]PointStaggerDelay 1.000000[/b] means there is a 1 second delay between each "firing point" on a given side of the ship, so if you want to have all of them firing simultaneously, set it to 0. [b]Duration 10000[/b] has no effect on projectile weapons that I have found. This is used for beam type weapons, controlling how long the beam graphic is visible, so there is really no reason to have it set at all for this weapon. To change effect

16 Replies 11,240 Views

Then, sorry, I'm just not sure where your problem lies. Those things all works just fine for me. :(

5 Replies 4,637 Views

Take a look at the Marza's Incendiary Shells ability. It specifically binds a damage over time effect to all Missile and Autocannon weapons, while the Lasers on the Marza remain unchanged. It works as a passive ability bound to the weapon types "Missile" and "Autocannon" through BuffIncendiaryShellsSelf.entity and then dealing damage for a period of time with BuffIncendiaryShellsTarget.entity. Looking at those should be a good indication of seeing how to bind abilities and disables to weapon

4 Replies 4,231 Views

As far as the PJI, The effects are contained in two .entity files. The first is BuffHyperspaceDisruptionSelf which includes the range of the effect. You should have already found that, from what you said above. The other is BuffHyperspaceDisruptionTarget. The numbers in there is the multiplier applied to the PJI, that will increase the amount of time it takes. If you have done that, and for the other two problems with Cielos and Sovas, Not sure how you could not se

5 Replies 4,637 Views

Sounds interesting, I'm willing to try it, but I'm wary of making the colony techs take 3 labs. That could really put a damper on early gameplay, especially for a military focused player. Otherwise, the changes all look reasonable. I'll probably give this a run when its ready.

17 Replies 10,787 Views

Question for you, Bailknight... Do your changes include the .entity files, or are you working exclusively in .particle files. I only ask because if you ARE working just in particles it would do wonders for compatability w/ other mods and combinations. Looks great, btw. I'll be downloading as soon as you're ready.

770 Replies 2,171,101 Views

Short and simple version is I'd like to align a muzzle effect to the vectored weapons fire. I have an excelent looking effect while the ship is firing straight ahead, but shooting at something off to a side is terrible, because the muzzle effects don't follow the weapon. Looking through the .particle files, I haven't seen any affectors similar to this, or at least haven't been able to acheive it myself. Is this even possible? Any clues as to how?

4 Replies 4,771 Views

Duration is for the visible time the beam is "On" and has no effect on damage done at all. look for the Line PreBuffCooldownTime, which controls the amount of time between firing, in seconds. So DPS is DamagePerBank/PreBuffCooldownTime

5 Replies 4,326 Views

Just as a note, increasing BurstCount does not increase damage. Damage is calculated entirely by these lines: DamagePerBank:FRONT 350.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 ... PreBuffCooldownTime 7.500000 So in that weapon, you will do 350 damage every 7.5 seconds. BurstCount and BurstDelay are only controls for the particle emitters, and do not affect damage in any way.

9 Replies 9,895 Views

All 3 races .entity for carriers: armorType "Heavy" Note that armor types are different and independent of armor values. The only way to find a ships armor TYPE is in it's .entity file.

4 Replies 4,728 Views

I'm working on a little re-balance mod for the Armor types vs. Attack Types, and really want to display that info on the Infocard. Something like this: [code] Armor 5 Capital Average Missile Damage 10 Capital Average Autocannon Damage 15 Heavy Average Laser Damage 20 Medium [/code] So far, I can see that I need to add another "VALUE#" to the String file, along with new string entries for the descriptions, but I've seen no way to connect the String V

4 Replies 7,210 Views