Venatos

Venatos

Joined Member # 3260043
1 Posts 9 Replies 107 Reputation

i´ve messed around a bit with that priorities, but i didnt see any difference in ai-behavior, seems like this priorities arent taken in account at all. even setting everything to the lowest and only one at 10 made no difference, i also tried numbers up to 50, with no effect. it was some month ago i tried that, so im not sure if i missed something or messed up.

3 Replies 2,000 Views

2 suggestions: in the damage file, place also an "notself" and maybe change the dublicate-type to "KeepOldBuff" but only if the "notself" doesnt work. seems to me that at the second ship, where the damage file is first executed he just picks the nearest target = self.

2 Replies 2,113 Views

i also have lots of trouble with this hardcoded limitations, for example: i tried to make a simple ability that recharges the antimatter of my support ship. sounds simple? yes, but to check if the animatterstore is allready full i have to target something an i cant spezificaly target "Self" and i have to say its absolutely painfull to get it to work. i finaly found a workaround(after 8 hours of trial&error) but for something so "simple" its horrible. so u got my vote for getting

156 Replies 297,385 Views

maybe phaselanes are our only way to get real free travel, i have read somewhere, that u can make them invisible. is there some way to alter the random map generator? would be easyest to let him do the work;)

9 Replies 5,867 Views

i tried to just remove the research prerequisites from the phasegate and make it aviable from the beginning. it didnt work, they dont have any effekt now, but the phasenode text appears correct at the planet-text, so im sure at least the ability works and i havent touched the buff so it should work.(the ability itself also got their prerequisites removed). so i assume that its hardcoded to the research. im not sure anymore if its even possible to get interplanetary connections that way

9 Replies 5,867 Views

i have seen this finishcondition on an other persistant ability, so it should work. the target filter looks like this, because it should be active no matter who owns the planet. i allready tried the abblybufftoself, but it didnt work(not even the text in the ingame-info-box of the planets apeared). the only way to tell if it "works" seems to be the text in the info-box, in this case the phasegate-text in the planetinfo. so i assume that atm the planets have the phasegate-bool, b

9 Replies 5,867 Views

hi all, i got some trouble making free planet to planet travel a standard for all races without structures. as i see it there is a way to do it with the ability of the phasegate, but the planet ability i wrote seems to be bugged. the ability apears on the planets in-game, but it doesnt work and i cant figure it out. the basic idea was to simply give all planets the "Planet"-Ability wich gives the Planet the ""IsPhaseGateEndPoint" Bool. so its like every planet having a phasega

9 Replies 5,867 Views

took me some hours, but i figured it out. the problem was, that my game runs with the "german.str", so the "english.str" from the mod was not used and therefor some connections where missing. now im using the english.str and everything is working fine. ;) looking forward to many hours of fun with this mod!

26 Replies 22,888 Views

hi, i got some trouble with this mod. everytime i hover my mouse over the AA-Cannon Icon whether in the research or the producktion screen soase crashes. as long as i dont get near that icons soase is running fine with all the changes, only the aa-cannon seems to be bugged. i ve only this mod installed, so it cant be a conflict. im running soase 1.05 does anyone have that bug too, or knows how to solve this?

26 Replies 22,888 Views