Harpo also spoon feeds the Ref files if you want them here.... makes it soooooooo simple! https://forums.sinsofasolarempire.com/378266 Step 1 drop this into your mod folder... Step 2 EDIT WITH ABANDON!
silencedhawk
To Make your own maps click on Galaxy Forge and.... your off! To make your own "mods" ie changing values adding new ships I would say Check the links all over the forum stickies. Basic steps; -Make a new folder somewhere " C:\mods " or whatever you want to call it. -Open your Rebellion folder in steam " Y:\Program Files (x86)\Steam\SteamApps\common
Does anyone have a Nice "Advent'y" Titan mesh I can use for Advent Loyalists Titan? not really a huge fan of the There are loads of great mesh files I could replace it with but none of them are very.... Advent...
am I the only one that misses Pink Plasma for advent?
why not simply...... Decrease ALL ship/structure mesh sizes by 50% Decrease all Weapon and Ability Ranges by 50% Decrease all ship speed by 50% this would get you a "bigger gravity well" without any performance issues... or the same effect? hmmmm well that made sense in my head....
hmmm looking again I would copy TITAN_PSIREBEL.entity rename it TITAN_PSILOYALIST then at line 3 change ability:0 "AbilityPurification" ability:1 "AbilityChasticBurst" ability:2 "AbilityStrengthOfTheFallen" ability:3 "AbilityUnyieldingWill" to ability:0 "AbilitySubjugatingAssault" ability:1 "AbilitySuppressionAura" ability:2 "AbilityUnityMass" ability:3 "AbilityRepossession" and at line 81 cha
if you simply want to change the ugly model but keep the titan and its abilitys then you need to get Titan_PsiRebel.mesh from "E:\Program Files (x86)\Steam\SteamApps\common\sins of a solar empire rebellion\Mesh" use the convert too to convert to a text file then rename it to Titan_Psi_Loyalist.mesh drop it in "C:\Users\{yourname}\Documents\my games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.02\{yourmodname}\mesh\" y
[quote who="GoaFan77" reply="857" id="3160778"]Well the TEC hangar can fire in multiple directions and I think on multiple targets... you might want to try a different type of structure entity.[/quote] Genius! needs - entityType "PlanetModuleHangarDefense" and defaultAutoAttackRange "None" defaultAutoAttackOn TRUE prefersToFocusFire FALSE Must be after the weapons, not before them thanks for the tip
yep, disabled all, apply, restarted, enabled, apply -> seems somebody else found this issue https://forums.sinsofasolarempire.com/367704 pretty sure its a game Limitation with Diplomacy v1.34 guess I just have to use ability's like "Phase missile swarm" to mimic turrets with multiple ability hard points.... annoying tho
again this is a {entityType "PlanetModuleWeaponDefense"}
http://www.2shared.com/photo/49WW9Cop/ScreenShot_0.html using TargetCountPerBank:FRONT 5 TargetCountPerBank:BACK 5 TargetCountPerBank:LEFT 5 TargetCountPerBank:RIGHT 5 in the entity... thats using the TEC starbase and the Advent Starbase (which we k
there are weapon hardpoints on all sides, 4 back 4 front 4 left 4 right for weapon 1 and 2 back 2 front 2 right 2 left for weapon 2. both weapons only shoot forwards. In the Dev Entitiy info (q) show weapon states TargetCountPerBank:FRONT 1 TargetCountPerBank:BACK 0 TargetCountPerBank:LEFT 0 TargetCountPerBank:RIGHT 0 shows up, Even when the file says TargetCountPerBank:FRONT 4 TargetCountPerBank
I have weapon points in All directions At the moment it will only Shoot 1 target DIRECTLY infront of it, it will not shoot at one to the back left or right. My turrets mesh points are pointing out all the way round a circle 12x. I can set TargetCountPerBank:FRONT 9 TargetCountPerBank:BACK 9 TargetCountPerBank:LEFT 9 TargetCountPerBank:RIGHT 9 and it still only shoots 1 target at
Is there a Hardcode limit on TargetCountPerBank for PlanetModuleWeaponDefense I can only get them to shoot 2 things when they are twisting to find a new target. DamagePerBank:FRONT 61.000000 DamagePerBank:BACK 61.000000 DamagePerBank:LEFT 61.000000 DamagePerBank:RIGHT 61.000000 TargetCountPerBank:FRONT 1 TargetCountPerBank:BACK 1 TargetCountPerBank:LEFT 1 TargetCountPerBan
http://code.google.com/p/soaseplugin/wiki/Ability helped me alot.. its a list of all the things you can do, if they are Instant action, Entity mods, over times etc you also get a list of all the Buffs and the correct Syntax for each "an ability that can be toggled on/off?" simply right clicking an auto cast ability in game toggles it on/off? but if you want
If i have 2 mods... and I want them both to work on there own or together but both add new units that need entity.manifest and English.Str is there a way? also..... Fighters/bombers with abilitys?? I put detect mines on a combat squad and it...... buged them out a bit!
ah ok... Deleted Will keep this for me personal use only
rename the title and Sticky plz
thx for the fast reply Mass Transcendence has "ExperienceAwardedAdjustment" +25.0% researchModifier modifierType "ExperienceAwardedAdjustment" baseValue 0.000000 perLevelValue 0.250000 I could change it to -25% and add it to my passive jump immunity ability but thats a research modifier, I can't find an entityModifier for Experience I checked http://code.google.com/p/so
Ok a few questions and I hope they don't already exist, (the forums google search engine is not very good) 1: How can I get a Beam weapon ability like clensing brilliance to shoot from multiple hardpoints. I put 8 ability hardpoints on my mesh and I can get a clone of phase missiles to spam missiles out of all 8 points but I can't get clensing brilliance to shoot/channel 8 beams. I am not even sure