silencedhawk

silencedhawk

Joined Member # 3292476
2 Posts 118 Replies 177 Reputation

overTimeAction buffOverTimeActionType "EarnResources" earnRate Level:0 0.500000 Level:1 0.760000 Level:2 1.000000 Level:3 2.000000 ?? shove non stacking buff on something that's always around at the planet, like... Constructors? <p

18 Replies 18,338 Views

I tried instant action 2x instantAction buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange" instantActionTriggerType "OnDelay" delayTime 2.000000 buffType "BuffBeamBlastActivated1to4" effectInfo effectAttachInfo attachType "Invalid"

2,761 Replies 7,626,777 Views

bringing old rebellion 1.1 mods and Diplomacy mods up to date and sins Developer gives me "Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(4109) false" but Eclipse has no warnings on validate-Rebellion. Can't find much on Google, there is a thread with a similar error on diplomacy but no answers. also wondering what I need to do to make a Beam

2,761 Replies 7,626,777 Views

I think your running out of.... um.... things.. I think sins has a limited number of...... "things" "stuff that can happen" I had this issue when I made a ship that have 5 weapon system with 50+ turret points, I had them burst firing missiles in groups of 6, and then the other end I had them detonate as nukes, all with 3 sounds for launching sounds for detonation and sounds in flight, it looked amazing but 3-4 of these ships in combat and suddenly th

3 Replies 3,253 Views

[quote who="Stilat" reply="14" id="3472114"] Its funny how stardock issued a ban on the OP for making this thread... Just goes to show you they not only hate the Mp community, they will actively try to crush any members that seek to nurture it.[/quote] yea, kinda sad.. as a Modder I had no interest in the DLC's where are nothing more than at best Simplistic mods for £3.99 (+ already in the game files if you want to use them.........) &nbs

15 Replies 84,283 Views

hmmmmm k I want BOTH faction titans so Added an ability "returning armada" to the titan foundry to summon the factions other titan (loyalist/rebel) then I gave it a huge cool down. problem is... I know how to cheat my own mod, scuttle foundry, rebuild... 3rd titan... 4th titan... or even.. build a 2nd/3rd titan foundry in orbit. how can I limit my summoned titan to 2 active at any one time?

2,761 Replies 7,626,777 Views

I have to agree, I think even Advent are better at defending systems with there tactical structures getting shields(and all the mitigation/additional regen that adds) and there starbase having Aoe CC and Meteorites and 2 strike craft as standard. TEC starbase always seems like an easy kill IMO defending systems is all about Range so add 50/100% range bonus to Militia Weaponry, and Tech loyalist can create some serious Fortress systems by forcing fle

22 Replies 23,197 Views

[quote who="Seleuceia" reply="9" id="3230272"] Get a Marza...having a level 6 marza (missile barrage) is basically your ace card... no other capital ship is going to be as instrumental to quickly wiping fleets as this one will be... Get another Marza...seriously...2 instances of missile barrage and it's basically game over for the AI... if you have missile barrage, you don't need anymore AoEs... [/quote] .... bump

25 Replies 39,500 Views

vs ai..... first ship usually an Akkan for colonize bonus or a carrier for combat, since carrier end fleet ends up something like Capital ships, 3 kol as Dedicated Anti fighter/bomber/meatshields, 2 dunov for shield transfer, 2 akkan uplink/Armistice and 6 sova 10 repair bots, 10 cleo and 150+ carriers(5% fighters, 95% bomber) put them all on movement none in fleet managment, right click auto attack off cl

25 Replies 39,500 Views

Personally I love this ability, and consider it to be a little overpowered. for an advancing fleet It pretty much removes the need to Bomb or waste cap/resources on planet bombers it also lets you perform lightning quick attacks before opponents can react. Being able to totally RAPE a fully upgraded planet with starbase bomb protection in 1 instant button, opposing fleets countering it end up defending there own planet in a hostile well often in hostile culture,

10 Replies 11,614 Views

use the dev.exe its hideously simple and it finds problems instantly. I just pasted your code into a file and started the dev.exe Text FileArchive missing Label. File: C:\Users\Jon\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04 Dev\TitanWeapons\GameInfo\AbilityPurification.entity Label: onlyAutoCastWhenTotalHullDamageExceedsAmount Line Number:21 Line Contents:onlyAutoCastWhenTarget

6 Replies 2,947 Views

RESEARCHSUBJECT_SHARED_NETWORK Vasari Loyalist block 0 pos [ 4 , 3 ] ResearchField "Diplomacy" researchModifier modifierType "AllowAlliesToUsePhaseGates"

2,761 Replies 7,626,777 Views

[quote who="GoaFan77" reply="1389" id="3224238"]Anyone ever seen this before? I tried to give a titan with 4 weapons a 5th one, but despite increasing the weapon count and adding the mesh point right I get this error. Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds) Mesh = C:\Users\Nathanael\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04 Dev\Enhanced 4X Mod Dev\Mesh\Titan_PhaseLoyalist.mesh MeshPoi

2,761 Replies 7,626,777 Views

I know its nice to have it work correctly, and this is in no way helpful at all but..... Can't you just reduce the single target damage for the same effect? dealing 100 damage to the target and 50 damage to targets near, dealing 50 damage to the target and 50 damage to all in both cases the Primary target takes 100 and the Aoe takes 50?

5 Replies 5,150 Views

FrigatePsiAntiModule.entity ( http://codeviewer.org/view/code:2855 ) and FrigateTechAntiModule.entity ( http://codeviewer.org/view/code:2856 ) are the 2 units you want, simply paste them into a text file inside a mod folder... I guess the best way to "nerf" them is to reduce there range from 12000 to 2000 I am guessing you simply want to stop the AI from kil

6 Replies 2,486 Views

I made an Ability called.. Alpha strike.. Increases Weapon cooldown -1000% for 3 seconds.. this... Shoots ALL the caps guns in pretty much a constant stream, a 30 base dps ship does about 2000-3000 unmitigated damage. so % cooldown from abilitys seems to have no Minimum cap. I also have a few ships with weapons shooting every 2.5 seconds and I have not seen an issue so far. Im almost certain there is no Minim

4 Replies 6,379 Views

Kinda funny, with the Overcharge Idea, since you end up making Clones of every ability your going to buff you can with the same effort make Entire new ability's! I made a silly mod just for kicks... if the Radiance has guidance its Detonate Antimatter Spawns 10 Corvettes for 120 seconds... its BeamBlast Converts all targets in the beam to your side, and Aoe taunt kills all ships in the well :) You could give a ship 6 ability's with 3

118 Replies 147,404 Views

[quote who="Volt_Cruelerz" reply="108" id="3184388"] something that could colonize any planet even if it had bombardment radiation. [/quote] hmm I was thinking you could use instantActionTriggerType "OnCondition" for Colonize and removing the Debuff instantAction buffInstantActionType "RemoveBuffOfType" instantActionTriggerType "OnCondition" instantActionConditionType "IfOwnerHasBuff" &

137 Replies 128,955 Views

changes seem to be... adding flashbeam to Beam research????? Global unity increases Build speed and decreases costs and Culture0 adds damage! Armor research decreases jump distance PSITITAN_cosmetic... has been changed to PhaseRebel? does this do anything? so erm.... ?

7 Replies 6,735 Views

I think turning all your settings to MAX may be the issue.... I have an new Core I7 and the friend I often play with has the same pc, we both have new solid states, new graphics cards, same Win 7u64, etc etc I turn all my settings to Maximum and he leaves his on default, we play 'largish' games 80-100 planets and usually play 2 vs 6, since we got our new pc's the game doesn't slow down or get sticky but about 4 times now I have Had Minidumps and got kicked out

50 Replies 107,530 Views

yea I just got home and read all the post.... it was a link from the Kol one, so I only read the first few and yes does seem to be your idea, Great Idea :) I just started messing about, to see what its like, I used the games Overcharge so far I have only gone for changing 1 ability per ship and only advent, and its an Aoe ability like the base one still. Added 10/20 damage to all levels of Detonate Antimatter Added always has Fracture to Psionic Scr

118 Replies 147,404 Views