anyhow, im just tewaking the game for my own personal benifit and was wondering something, i wanted to change the look of the Tec seige capatal ships bombing projectiles with an ability (they are normal before, but after they use a new projectile) so far ive pretty much failed horrably at it. Anyhow, i thought of using a simular aproach as the Vasari's seige ship ability assult specialization, just trying to incorperate the look from the raze planet ability. only problem ive had so far is i cant
StCobalt
id have to agree, and it would take so much longer to get there.
i know about the size issue i just don't know how to cut it down without leaving some parts out (which would defeat the purpose) in the future i can just PM you if you would like).
[quote]Too bad.... Level 100 Cap Ships would be sweet![/quote] lol, my 1 cap ship rolled over your entire fleet MUHAHAHA! anyhow, 100 would be a little extreme but fun none the less. it would scream "FEAR ME!".
[quote]I'd like to see some customization of capitols once they are built. That would be awesome. They way it is right now some caps have a preferred weapon style. So to keep from deviating from that too much you would have classes of weapon slots and you pick which specific type of that weapon you would like. Say some missiles have longer range and fire much faster but have poor damage. Or some missiles do tons of damage but cant track faster vessels very well. Those types would fit into
[18:51: 1] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer! [18:51:20] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer! [18:51:20] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer! [18:51:21] Text FileArchive missing Label. File: C:\Documents and Settings
well, i make my own mods as well, and i had a similar problem with small fleet cap with your mod, im going to try switching it to large and see if anything happens. Edit: its the same with all of the fleet caps, not really sure what is causing it, and it IS installed correctly. (with v1.04)
well my personal opinion is id like to see grav wells 5-10 times bigger so you have a actual area to combat in, not just BAM, combat right away. if like to have it where you can actually sneak or move around a particular planets defense. it adds strategy, as well as makes defending allot harder. but i guess strategy is a bit useless in a game like this where everyone wants to spam different ship combinations to win without no real micromanagement, personally id like to see an ability to switch o
it is not possible just by the way the game is at this moment in time. We can not create maps in which there are triggers like in WC3, which is made by blizzard, which has the best map making system ive seen. when/if sins ever has a map system which allows a player to have specific scenarios this might become possible (perhaps in an expansion or if a later version of the galaxy forge) when it comes down to it, there is just a lack of people who want a scenario like game, people seem to just want
a program that gives you a choice to pick from certain presets to allow you to mod .entity files easier without guessing what will and wont work would be nice. of course, a program like that would take a LOT of testing. im just tired of guessing what will and wont work in the engine, like the "Has Bombing Levels" part of the .entity file for cap ships, if you were to put it to true, is there any thing else that would need to be added? and if so what? small things like that. preset templates whic
[quote]Building Elevation - Have it so I can click-down to place a building and then scroll my mouse wheel to change its elevation[/quote] you can already do this.
lol if it actually gets anywhere. its still just concept unless he gets a team together. As for Beejmin's statement, it really depends on what you do with it, there could also be several different combinations than that with different stats, and be balanced out. what i hate is when people say it would be too overpowered without even putting any thought into how it would be balanced. Edit: By the way, sorry for sort of taking over this thread, after all, it was the guy in the OP who star
actually if your creating a new ability it does need to have the "Ability-name-.entity" and the buff has to have the "buff-name-.entity" from my experience in moding anyhow. Also there is another thread here https://forums.sinsofasolarempire.com/306405 which provides a nice list that may help you late on. one question tho, what exactly are you trying to do? it would be allot easier to copy or attempt to help you if we could recreate the same effect that you wanted (since you didnt really explain
from what ive read over the forums since i joined is that it is NOT currently possible to do this. and if what others have said is true, it is hard coded into the game. As sad as it is.
ya but keep in mind its a hub for just about every building. unless you could make "modules" on it, im thinking like a huge very expensive structure that can make ships, launch strike craft, has self defenses, can repair, and requires pretty much most of the military and civilian tec tree to be researched, it would be more for a single player game or a very drawn out multilayer game.
wish i could help you on this one, but all i can say is read the manual, it should walk you through it, if not, ill keep an eye out and see if i can find where someone asked the same question. Edit: seems someone bet me~ anyhow, the guide what he mentioned is what i was talking about.
hey Tes, what files did you edit to get the arc for the missiles? (if you wouldn't mind PMing me with it) it would be appreciated ^^
why not just use the normal folder then? (i personally haven't tried this, but to me it would seem just as well to use the normal folder?) i think the custom folder is for maps made in game anyhow.
[quote]It's probably coded to only work with a structure. Try adding it to, say, a frigate factory, or extractor, or something that you get automatically. Also, you could make an invincible, invisible phase gate structure and add it to galaxyscenariodef.[/quote] That last part wouldn't quite work, every faction would have it then. an idea tho is to have something like a free phase gate built when you capture a planet, like the Tec colony ship builds a free extractor, you could also make
sorry for the double post but forgot to mention this in the other one, they would have to have their own model, like a super space station with original (not currently used in the game) concept, not just the actual buildings added together. but still have the same look/feel of each of the races it is built for. Also it would need to be really expensive, slow building, tier 8 tec, and need allot of logic slots (ie, 20-30 logic slots, that or if its possible to have it take up something like 20 lo
it would not be that hard to make if you have a modeler/skinner, the coding part is rather straight forward for the most part. it would be interesting to see but hard to find a decent modeler/skinner for the small mod. you might be able to convince someone to do it for you tho. i personally wouldn't mind seeing a beefed up space defense platform, sorta like an epic space platform which needs research. if i could get my hands on a decent model which would combine frig, capital, defense platforms,
you do realize that every building you build around a planet is a space station right?
you try posting the ship's .entity file as well, just in case theres a problem with the actual ship or how you modified the ability to be used with the ship. you might want to post any other files you modified to get the AI to use the ship as well, just in case, its best to have all the info for someone to look over before giving guesses to what might be wrong.
this go with 1.03 or 1.04? (i don't remembered seeing anything specifically stating what version it went with.)
i have to laugh at some people tho, if someone REALLY wanted this to work with 1.04 it isnt THAT hard to make it compatible, just time consuming >.< anyhow, keep up the good work Uzi, look forward to the next update when ever it comes out ^^.