-Blackseraph-

-Blackseraph-

Joined Member # 3167673
11 Posts 57 Replies 554 Reputation

I'm using this in a buff I've set up, and it's being properly applied, because the mouseover detail window lists an increase/decrease to my resource output for that planet, but when I look at the detailed listings for my resource production for my empire, the resources output at that planet aren't affected. I sat there and watched my credits increment for a while, and they were increasing at the full rate that was default. Am I missing something here, or does this modifier not act

5 Replies 4,571 Views

Maybe I wasn't clear in my initial statement. I realize that I cannot have the ability only target something with the "I'm a mine" buff on it. However, I believe I can set up the killing buff itself to not do anything if the target doesn't have the "I'm a mine" buff on it. I've implemented something similar while mucking around before, and I think this will work. The finish condition "LastSpawnerNoLongerHasBuff" targets a specific buff. That's what I'm using.

8 Replies 32,133 Views

I want to implement one weapon that can fire in all directions, but cannot fire in all four arcs at once. From what I can tell, the banks functionality in weapons effectively makes four different copies of the weapon, one that points in each direction. Is this possible to implement, or am I just going to have to live with one ship with four different directional weapons? Thanks.

3 Replies 4,717 Views

I've run into the last one before. What you're doing is giving a ship the ability to build and utilize strikecraft in the ship's entity file, but the mesh that you are using for that ship doesn't have hangar points in it. I haven't done much with meshes yet, and I'm just using placeholders everywhere, so I don't know what you have to do to fix the mesh to function... but if you're using placeholders, as I am, I would suggest switching the mesh for that ship to one of the Carrier Cruisers, pref

1 Replies 2,946 Views

Alright, another idea I had for a method to implement mine laying is as follows: The miner ship is a normal frigate. Mines are a special type of strikecraft. When you place a mine, the phase engines on the miner ship are disabled (to avoid the problem I had before where the miner ship would drag the mines along with it through phase space.) If all the mines of the miner ship are destroyed, the miner ships phase engines are brought back online. To implement th

3 Replies 3,774 Views

My idea for minesweepers is as follows: Mines, upon creation, are given a buff. This buff does nothing, but it's got an obvious name... something like "BUFF_HEYLOOKIAMAMINE". Mines are also made immune to damage. Minesweepers have a kill mine ability, whose buff has two finish conditions: target does not have the "BUFF_HEYLOOKIAMAMINE" buff, or all delayed actions done. After a set period of time (half a second?), the buff will MakeDead the target mine (I haven't actually us

8 Replies 32,133 Views

I could use a timer on the mines, but this would require the player to continually replace the minefields that they set up. That's boring micromanagement that I really don't want to require. Clusters of mines is something I've thought about, but it really doesn't solve the problem I've got. It's something I might implement at some point in the future. The trick is figuring out how to get the mines to spread out on spawn so it functions differently than one big mine. My probl

6 Replies 4,941 Views

Yeah, CreateFrigate is something I've been heavily utilizing. Unfortunately, it doesn't tie into the Command Point system, which is what I wanted to use to control the number of mines that a single ship can deploy... being able to mine every gravity well really thick with one ship seems a bit overpowered to me... If I can't get it to work with the strikecraft functionality, however, that's the functionality I'll use to get as close as I can to what I want. Thanks for the thoug

6 Replies 4,941 Views

I'm trying to hijack the strikecraft system and use it for mines. I've run into a problem. When I have the miner carrier ship phase jump, it automatically forces all its strikecraft to jump with it. I want it to leave the strikecraft in the gravity well where they were created, but keep it registered as one of the strikecraft that the carrier controls (to eliminate the possibility of one miner ship spamming an infinite number of mines). From what I can tell, this proba

6 Replies 4,941 Views

:SNIFF!: That's what I thought. Well, thanks for the answer, at least. /me adds another item to his wishlist.

3 Replies 5,542 Views

From what I can tell, if you have multiple finish conditions on a buff, the buff will terminate when any of the conditions is true (they are OR'd together). I'm curious if there's any way to dictate that multiple conditions must be true before the buff completes (they are AND'd together). Especially nice would be a way to use both in the same buff (i.e. finishes if (A && (B || C) || D), that sort of thing). Does anyone have any knowledge as to if this is possible? Th

3 Replies 5,542 Views

If so, I'm wondering how someone implemented a minesweeper. I can imagine ways to implement mines, but I haven't figured out a way to implement abilities that only target mines... if anyone's figured it out, I'd appreciate the help. Thanks.

8 Replies 32,133 Views

[quote]Consolidate all the multiple-instances of Shield-Armor-Weapons upgrades into 6 or 8 levels on each button, if you do this across the board (with extraction efficiency, cargo holds, broadcast power, etc, you can free up enough space to do lots of other things)...[/quote] Yeah, I might do that... but that does change the balance of the tree itself, in that you get all those upgrades on the first few tiers of the tree... or on the last few tiers, depending on where you put it. <

6 Replies 5,418 Views

Oh ho! Make the button smaller! I didn't even think about that! :LOL: I've been reading through the entire Modding forum over the past few days, and I've seen that there's a bunch of hardcoded stuff: 8 tiers, 2 types (non & combat), 3 blocks per... so I figured just extending the size of the blocks would be a way to increase the size of the research tree. But reducing the button size should work, although it's definitely the least optimal solution I can see... Thanks!

6 Replies 5,418 Views

I've been looking into adding a vertical scroll bar to the Combat and Non-Combat tabs of the Research Window. I've spent some time digging through the Window files in the Reference Data, but I'm not really understanding how the system works. I was wondering if there was anyone out there who's done significant work modifying the UI (not just reskinning) who'd have some ideas as to how to accomplish this, if it is even at all possible. For some further background information

6 Replies 5,418 Views

Seems I was using the Reference Data files from an old version of Sins. Amazing the insights a new day will bring. Seems odd that it didn't have a problem with those files right away...

1 Replies 4,080 Views

I've just started playing around with the modding abilities in Sins, and I ran across this problem: [21:30:34] Text FileArchive missing Label. File: C:\Users\Blackseraph\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\FirstMod\GameInfo\Gameplay.constants Label: pingTime Line Number:2 Line Contents: maxShipSlots 2300 [21:30:52] Text FileArchive missing Label. File: C:\Users\Blackseraph\AppDat

1 Replies 4,080 Views