Ditchdigger106

Ditchdigger106

Joined Member # 3043679
13 Posts 77 Replies 419 Reputation

The only time I've ever had a complete freeze on booting sins was when I accidentally hit enter in the middle of a line of code. Look for typos, most specifically look for line breaks or hitting tab one too many times. Generally, invalid values causes mini-dump, invalid syntax causes lock-up.

21 Replies 8,351 Views
Reply to confused in Sins Modding

Honestly, it's all really, incredibly self-explanatory with a few exceptions. It seems like a lot of garbled crap at first, but just sit down and read through things and it will all make sense really quickly. The .pdf files that are included with the original forge tool set are very helpful. It's easiest to learn by just asking general questions (How much damage does an advent scout ship do per volley?) and then just trying to find the answer by looking through the files. You'll get the feel for

7 Replies 3,598 Views

Anybody know if the damage applied by these types of abilities is considered the source weapon damage type or if it is just considered ability damage? IE when LRMS fire cluster warheads, is the added AoE damage anti-medium, or does it just deal straight unmodified damage regardless of armor type?

5 Replies 3,645 Views

You can set the number of finish conditions on any buff to be 0, thereby making it a permanent change.

13 Replies 6,774 Views

I think the problem here is that you are viewing carriers from a standpoint that demands they function like other units. You are viewing it in terms of: How many units of what type can x carriers engage effectively? This isn't really a valid comparison. Because carriers do not directly engage their targets, you have to view them in the same context as you view your support frigates, like the command cruiser or robotics carrier or subverter or whatever. The exact combat effecti

118 Replies 144,415 Views

Download the 1.03 updated data files from he stickied post on the modding forum, and check out gampelay.constants in notepad. Then, look up the unit damage types in their associated .entity files. I mean shit man, if you really want proof that badly... DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 0.25 DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.5 DamagePercentBonus:ANTIVERYLIGHT:Light 1.0 DamagePercentBonus:ANTIVERYLIGHT:Medium 0.25 DamagePercentBonus:ANTIVERY

181 Replies 66,587 Views

825 effective hp vs. 780 effctive hp. LRM with 19.5 dps (against target) and 780 hp against disciple with 6 dps (also against target) and 825 hp. Assuming the degree of shield mitigation affects both ships more or less equally, then the LRM will kill the disciple more than 3 times faster. Or, to put it more quantitatively, the disciple will deal approximately 240 damage to the LRM by the time it's been iced. Do the math and we find that one TEC LRM can actually match 2 di

181 Replies 66,587 Views

I'll bet the missing max mitigation tag is your problem. Try putting one in, that should be able to fix it. As far as the other ability goes, check out the shield projection ability/buff from the advent guardian, that will probably help you do what you're trying to do.

10 Replies 6,601 Views

I strongly feel that there is no real point to creating maps with no fixed start locations. Frankly, I don't really even like playing on maps that don't have fixed start locations, but this game is so great that I've put up with it. Please Stardock, this is IMO the #1 concern that anyone who wants to tweak this game is going to have.

8 Replies 7,776 Views

You know, it might be helpful to point out that the vast majority of people who play MP probably don't surf the forums at all. The fact is, casual MPers are people who really don't care about your super efficient build order, and if they do get on the forums, and read the thread, they will probably think: 'What a lame, incredibly un-fun way to play the game. I will never in my life care so much about buying 200 crystal at the start of every game.' I mean, seriously, face it. Most people

118 Replies 129,539 Views

Interesting point of fact... When talking about unit effectiveness as a whole, 5% upgrade to damage alone actually beefs the effectiveness of the unit by 5%. If it kills something 5% faster, then that thing deals 5% less damage during it's lifespan. If you were to upgrade shields -and- hull by 5% as well, then this is an additional 5% increase to lifespan, if it lives 5% longer then it deals 5% more damage then it would have otherwise during the course of its existence. So increasing all three t

6 Replies 16,242 Views
Reply to Unit AI in Sins Modding

The autocast routines themselves are most definitely not working correctly. If they were working correctly, then all those LRMS with cluster warheads set to auto cast would actually cast the ability before they start firing, instead of, well, not, or only doing it sometimes. Basically units will not cast a self-buff that modifies weapons fire consistently. They seem to just sort of do it when they feel like it, although they seem to be likely to do it while being fired upon. It is theor

4 Replies 4,438 Views

Well, that's more or less my point. From a design/balance perspective, it is easier to conceptualize the mitigation as an effective hitpoint increase. But in the end, it's all nomenclature.

10 Replies 9,589 Views

So, sometime, there comes a point in a young mans life where he sees something that someone says in the internet that is WRONG. And, by golly gee, he simply cannot rest until he has corrected this grievous error. That time, ladies and gentlemen, is now. So I've seen some posts other places on this forum where occasionally people address 'realism' in the game world in an off-handed sort of manner, and it seems to be the general consensus that only 'beam' type weapons would have a practical

34 Replies 68,882 Views

Does anybody know anything about modifying unit AI scripts and if this is currently possible? Specifically I am looking to tweak the auto-cast conditions... Frankly I think they are more or less broken in vanilla Sins anyway, nobody seems to have noticed. Basically, I'm having trouble getting units to auto-cast an ability unless they are being fired upon. I'd like them to, instead, use the ability any time they are looking to shoot somebody. I've noticed that in vanilla Sins, the AoE damage abil

4 Replies 4,438 Views

Just, FYI... It's damage reduction. It's just calculated as effective hull increase. Take armor value, multiply by five. Armor=1, so 5. Damage gets reduced as follows. DAMAGE*(100/105) In this example, the effective mitigation is around 4.8%. To calculate actual value of mitigation, multiply armor value by five, add it to one hundred, and divide 100 by your result. The inverse of that value is your effective mitigation. Ok, I know, it's a lot easier to jus

10 Replies 9,589 Views

Well, it is counter-intuitive to a huge degree, but, it's in RESEARCHSUBJECT_MAXSHIPSLOTSTECH1.entity. Scroll down until you get to this part: researchModifier modifierType "ShipMaxSlots" baseValue 100.000000 perLevelValue 150.000000 And then change the baseValue tag to read whatever you'd like the starting value to be. You change the amount each research upgrade changes by altering the perLevelValue tag in each individual tier upgrade file. Hap

3 Replies 3,671 Views

Speaking of assisting each other with this whole ammunition thing, I've found that the 'OnWeaponFired' tag can be applied to abilities, to make a unit use an ability every time he fires a volley. Here is a functioning example: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnWeaponFired" buffType "BuffHasAmmoSelf" effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" largeEffectName ""<br/

558 Replies 1,145,638 Views

Actually, if you observe the history of human design, you'll notice that form does not, at all, follow function. Form follows an almost evolutionary process with numerous different iterations until innovation finally settles on one that pleases the consumer enough that it defines a standard, and then subsequent designs deviate very little from this standard. Military design most certainly does take aesthetics into consideration, for two reasons. One, the contractor who is developing thi

172 Replies 76,196 Views

Hey, i'm also working on a total conversion mod, into a universe of my own design that I am sure no one is interested in. However, one of the things I'm tweaking at the moment is an ammunition/supply system, to simulate the need for supply lines and all of that jazz. You seem like your shooting for kind of a similar system, so I thought perhaps we could compare notes... Drop me a line if you're interested.

558 Replies 1,145,638 Views