I'd like to see the ability to add instant actions for buffs as well as constraints. I'd like to be able to make a planet module that could teleport a ship or fleet of ships to a similar teleportation device. Similar to how Wormholes work. Part of the stations ability would be to designate a target location then transport all ships within a certain range to that target. (I'm trying to make a spacegate for the Stargate mod.) Ability to set fleet formation besides the three given options.
derbal213
Can anyone tell me what the TeleportTowardsTarget and TeleportTowardsMoveTarget do? I'm trying to make an orbital planet module (stargate) that would do exactly what a wormhole does.
[quote]D'oh! I'll let you know if I find something :/[/quote] Ha. Thanks. That would really help out a lot in making our mod closer to the Stargate universe. -I don't want to keep bothering you, but you're obviously pretty awesome at editing particle files. I've just started messing with them. Do you have any idea how to create a hyperspace exit effect. One that would appear a few seconds before the ship entered the gravity well and then the ship would travel through it much l
[quote]a tractor beam (that one is still in experimental stages) which slows or immobilizes a single ship but uses no antimatter to do it.[/quote] I am going to assume you want a visual aspect of the tractor beam. If so, this should be pretty easy. Use the cleansing brilliance ability as a guideline. Have a chargeup buff that results in a beam activation buff. This would, in a sense, be what "holds" the ship. Along with the Activation buff, add the entity modifier for engines disabled a
[quote]Try setting the beam to 3 bursts with at least a .4s delay.[/quote] Thanks for the suggestion, but didn't work for me. I'm looking for something like this: [link="http://youtube.com/watch?v=9s5v2Ksb1d8&feature=related"]Youtube Video[/link]
[quote]I also made a nice discovery about beam graphic animation out of pure stupidity. They're going to look a lot better in the next version.[/quote] What exactly did you find out? I'm trying to mess with beams to look more like the ones seen in stargate. I.E. they don't just disappear when done firing. They travel, in a sense, so that the end of the beam hits the enemy ship instead of going away almost instantly. I'm curious to see what you found out and if it might help.
[quote]Nice vid, music sucks tho haha but still good to see the units in action they make short work of everything else haha. You should release a beta so we can play with them[/quote] Thank you and I take offense to that. Ha. Just kidding. You have your taste, I have mine. And we are far from releasing a beta. We haven't even completely finished the textures for those two ships yet. Balancing will come later also. This was merely meant as a taste of what's to come.
EDIT: Double Post
UPDATE: Here is a little video I put together at the request of Eomega. We hope you enjoy this. [link="http://www.youtube.com/watch?v=2ZJuNf0YHvE"]WWW Link[/link]
I know non-hyperspace ship speed is not in the list of research modifiers, but is there any possible way to make a research that modifies ship speed? And if there isn't this is my request to have it implemented.
Is there anyway for me to change how abilities target enemy ships? For example, I want one ability to target enemies on the right side of my ship and another ability to target enemies on the left side of the ship.
I have three questions here: 1. I have an ability that fires a burst count of three missiles at enemy ships. The hit effect is the TEC'S planet bombing. The effect happens only when the first missile strikes its target, but there is no effect for the other two missiles. Is there any way to change it so that when each missile hits it will cause the explosion? 2. I am trying to recreate the Stargate Atlantis s3 Ep First Strike, Horizon Mark IX Nuke. It starts as one big missile, then
I am completely redoing the research trees for the Stargate mod. My research tree is a complicated tree that involves lots of researches being prerequisites for other research. The concept of the areas pointing to what each research unlocks is nice, but with my tree, I've got arrows all over the place. They cover up my icons, run between combat and noncombat windows, etc. Is there a way to get rid of the arrows and if so, how? Any help is appreciated. Thanks, derbal213
I like how you added a new folder with all of the changed files in it. That's very helpful. Thank you. Nice work.
[quote]awesome stuff guys, looks good cant wait. the stargate universe would b a great mod for this game. i think u should definitely add the wraith if u can. [/quote] The Wraith are indeed one of the three races we will be doing right off the bat. [quote]I just want to say great job guys on what you've done so far, keep up the good work. Just a thought, but is there any chance in seeing the Asurans using a version of the Atlantis city in space as like some cap
I've begun work on the research trees for the Tau'ri. If anyone has any ideas on specific researches they'd like to see or think would fit in with the Stargate universe, please tell us. Thank You derbal213
304 UPDATE: The 304 consists of 4 different weapons, two of which are not initially unlocked. The main weapons are the railguns. These take up the 'normal' weapon slots. There are two different looks for the railgun effects which can be seen above. The other three are usable as abilities. -The first ability weapon is the Mark III Tactical Missile. It fires one missile with an initial cooldown of 25 seconds and costs 25 antimatter. The Damage is set at 100 for now,
[quote]just wanted to give you all a quick update, derbal23 and i have spent the last 30 minutes or so working on getting the rail guns looking good, and we have two shots for you.[/quote] Yea, To go along with that, We are planning on use V2 for the forward railguns and V1 as the side and back railguns.
So when do the final Mod tools come out? Are they still going to be released? I haven't heard much about these for a while but I thought they were to be released after the demo and 1.04.
[quote]Same file... Towards the bottom where it says "Logoutput" change it to TRUE.Always happy to helpThanks, BUT.... After minidump my log_XXX.txt is an empty file......... Then that means there's nothing wrong[/quote] Um? Minidump but nothing wrong? I've had this happen. I have no idea why they're blank and it's quite annoying. There is something wrong usually, it's just a matter of finding it again. It kind of defeats the purpose when it doesn't tell you what's wrong. I can
Same file... Towards the bottom where it says "Logoutput" change it to TRUE. Always happy to help
user.settings in the settings folder. C:\Users\YOURNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire
[quote]What about missiles for the 304?By the way, you guys are doing an awesome job![/quote] Yea...I haven't gotten around to those yet. The Mark III's are what you would consider the missiles. I'm still trying to figure out the railguns, then I'll do the Mark III's. I'm trying to get the weapon effects as accurate as possible and the railguns for the 304 are really hard to get right. Thanks for the encouragement.
As of right now, here is what we have on the gameplay side of Stargate Invasion. Tau'ri 1. Eight New researches: -Two Researches for treaties with the Asgard->Gives access to Asgard Technology; stronger weapons, shields, etc. -Two researches for Hyperdrive Improvements-> Applies Asgard Technology to the Hyperdrive system -> Greatly decreases charge up time. -One Generic research that gives access to Asgard Tech-> "Tau'ri Scientists learn to use Asgard technology"<br
Ok, nevermind. I don't know why, but it's working. I just removed minexperience required lines, THEN changed to FixedLevel0, and it's working. I have absolutely no explanation whatsoever. Maybe I was wrong and hadn't changed it that way, I don't know. Hopefully it will continue to work though. Thanks for all of your help.