I'm a newbie modder. Simply, How do I edit particle files?
derbal213
Space is 3-dimensional, but time is 1-dimensional. So when ships are phase jumping, they are going through space-time, which is only 2-dimensional. If they were going at sublight speed, they would take a lot longer to travel between planets, but they are able to warp space and time in order to create a wormhole of sorts (the blue cone around the ship) that transports the ship through space-time, ending at another planet in a matter of seconds. When the ships are travelling inside a planets gravi
I've already modded an Interdictor style cruiser that completely disables phase jumping and it should be up in a couple of days for download. I left it up for people to change to range of the effect, how easy the ship is destroyed, etc. All I did was make the ability possible. Just check out the Downloads section soon.
As I've been scanning the forums, I've noticed mention of several 'Big Project' mods. Can Anyone give a list of some and their progress?
The one that I posted in the mods area was for a larger Star Wars mod that I am working on for personal use. -In that sense, I made the ship relatively durable, but it would be no match alone or if having fire focused on it. -The ability is always on and does not use antimatter. -They are immediatly available, but I plan to make it so you have to research first. -I did not make a different one for each ship because I assigned it to the 'Empire' TEC faction o
Yea, but this is better. It completely stops the ships from phase jumping until the Interdictor is destroyed or they are able to distract it long enough to get some of the fleet out of range of the effect (really hard to btw) and escape.
I've created an Interdictor class ship that is extremely effective. It completely stops phase jumping. You can find it in Downloads-->Mods-->Interdictor sometime in the next couple of days. Please leave some comments, suggestions, or constructive criticism. I have play tested this several times and it works brilliantly.
Ha..Yea, no problem. I posted it and it should be available for download sometime in the next couple days, just keep checking. And please, leave some comments or something. Constructive Criticism.
I posted my interdictor into the mod Downloads section, so it should be up in a couple of days.
I finally did it. In order to create an effective Interdictor Class, you have to give one of your ships the "abilityhyperspacedisruption." Then modify the BuffHyperspaceDisruptionTarget. In that file, add a entityboolmodifier for "DisablePhaseJump." Then, you can change the range that you want it to be, etc. For some reason, though, my Interdictor would not actually shoot. It would just sit there. I kind of like this though because it leaves it extremely vulnerable so it is only good for support
I finally did it. In order to create an effective Interdictor Class, you have to give one of your ships the "abilityhyperspacedisruption." Then modify the BuffHyperspaceDisruptionTarget. In that file, add a entityboolmodifier for "DisablePhaseJump." Then, you can change the range that you want it to be, etc. For some reason, though, my Interdictor would not actually shoot. It would just sit there. I kind of like this though because it leaves it extremely vulnerable so it is only good for support
I attempted to make an interdictor class ship by editing the 'Ion Blast' ability so that it would only disable phase jumping. I lowered the cooldown and ramped up the range and also lowered antimatter cost. It works excellent at stopping ships. I even managed to stop a ship immediatly before it entered hyperspace which was pretty sweet. The only problem I ran into was this: When the Interdictor is attacking a ship, for example a capital that can withstand a decent amount of attacks, it will use
Ok..one more post. In the line for the ability it says "aiuseTargetCondition". Is there something I can change that to so that it will attack all unaffected ships?
My plan for the Ion Blast worked perfectly. The only issues I had were that the range was a little too short for mine. Also, the ship I had the ability linked to would only attack one target. Is there any way to make it so it will attack multiple targets that haven't been effected. In other words, is there a way so that autocast will detect what ships have phase jump disabled and skip them, striking other ships first?
Ok..two things. First off...you have to edit a lot more in the string file for that to work or you will get a minidump. Two: If you edit the Ion Blast ability to only disrupt phase jumps, then set the cooldown way low, lower the antimatter cost, and increase the duration, it [I]should[/I] make an effective Interdictor. I haven't tried it yet, though. Of course, it won't stop all of the enemy fleet from fleeing, but it should work out quite well.
Ok...for the Ion Blast buff..there is an entity modifier that disables phase jump. Is there any way to apply this to weapons and make the weapons fire vrey fast with no damage, just attacking multiple ships and disabling them that way. Also..what if you took all four ability slots with the 'ion blast' ability, essentially allowing the capital ship to continously disable different ships. Any thoughts or suggestions?
I know this is probably pretty easy stuff for veteran modders, but I'm new so give me a break. All I want to do is change the color of the Tech lasers. How do I change the color, for example to green, while still keeping the glowing look that the laser texture has and not just a solid nasty green? Please be specific. I'm using Photoshop 7 now. If you recommend something else, please tell me.
To do what that youtube video is doing, all you have to do, really, is decrease the prebuff cooldown time, and change the duration to the way you want it. Here is an example of a modded Kol Battleship for the TEC. I have all 3 weapon slots just like this and it is really cool. WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePe
Is there anyway to get the stations to think they are ships, but still be able to do what they normally do? In other words, make it a double-entity type. At the top, it will say entity type "X." Is it possible to make it two things? And would this make the items capable of hyperspace travel? Just think of the damage you could do sending a fleet of frigate factories to enemy worlds or defense platforms.
I tried simply copying and pasting the values for speed and accelaration from a capital ship into the file for a frigate factory. Obviously, it didn't work. I didn't think it could be that easy but it was worth a shot.
I am attempting to create a star wars mod, but I've run into a few problems. 1. Does anyone know how to change the color of the lasers and beams? I am trying to get the factions lasers to match the movies. I.E. Empire green, Rebels red. 2. How do I import new models for ships so I can change the various ships to match the Star Wars universe? In other words, how do I get the TEC battleship to look like an Imperial Star Destroyer? 3. Along those lines, how do I move the
I've created the basic format for a Death Star using the TEC. Instead of shooting a bomb, it shoots a beam, which I powered way up so it can wipe out planets in one shot. I also ramped the cost way up and the unit slot count along with build time so hopefully we don't have a ton of super-powerful ships roaming the galaxy. If there is another way to make it so there is only one allowed per team, I would like to know. That was the easy part. If anyone knows how to change the color of the beam and