Albinus

Albinus

Joined Member # 3352371
10 Posts 53 Replies 212 Reputation

Anyone know what you need to do to give Frigs levels? I see the hasLevels section in the entitiy file but it dont know what to set after that. Anyone here know?

20 Replies 11,176 Views

Hey Abisha do you think I could incorporate this mod into my mod, SINS [ProMod]? The aim of promod is to balance the game's factions as well as adding more micro to them all. Im thinking of maybe adding user made races into the game as well to give everyone choices. Would adding the Altaria be ok? I might want to change some of their stuff up to make them more balanced but apart form that nothing more.

20 Replies 55,814 Views

Yeah its gonna be channeling for both so its only one at a time... or neither if preferred

7 Replies 5,290 Views

Thanks for the suppot Teal Nice Shadow can't wait to see the Nephil in action! Question to anyone viewing this thread: Anyone know how to give frigs strikecraft capability? So that they could hold strikecraft?

25 Replies 13,229 Views

Yeah Annatar has it. I was going to make the universal Advent ability two channeling abilities. 1 would be a ruthlessness but as a channeled ability and the other would be a channeled embargo. The player would need to choose between one or the other for their fleet and ships.

7 Replies 5,290 Views

Does anyone know of any channeling ability .entity files I can look at to see how to make one? I want to make embargo a channelign ability and reduce its effectiveness but Im not sure how to make channeling abilities. Any help is appreciated!

7 Replies 5,290 Views

Well, I fixed the TEC problem... but added more work onto my load lol! I added the following ability to all TEC frigs and cruisers TXT entityType "Ability" buffInstantActionType "ApplyBuffToTarget" instantActionTriggerType "AlwaysPerform" buffType "BuffFinalStand" targetFilter numOwnerships 1 ownership "Player" numObjects 1 object "Frigate"<br

25 Replies 13,229 Views

How do I add descriptions to abilities? Thats what I really need to know. I loaded the string file and it says there are errors in there too...

9 Replies 10,703 Views

TXT entityType "Ability" buffInstantActionType "ApplyBuffToTarget" instantActionTriggerType "AlwaysPerform" buffType "BuffFinalStand" targetFilter numOwnerships 1 ownership "Player" numObjects 1 object "Frigate" numConstraints 1 constraint "HasHullDamage" effectInfo effectAttachInfo &nbs

9 Replies 10,703 Views

Im getting these errors Text FileArchive missing Label. File: C:\Users\Peter Brobbey\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\04-Speed Increase\GameInfo\AbilityFinalStand.entity Label: range Line Number:12 Line Contents:effectInfo Text FileArchive missing Label. File: C:\Users\Peter Brobbey\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\04-Speed Increase\GameInfo\AbilityFinalStand.entity Label: min

9 Replies 10,703 Views

Agh to my dismay I just edited TEC costs, generally made them lower, and they are still TOO WEAK. They cant attack as effectively as any of the other races. Im going to need to do something about them. Maybe make increase their speed over all others while increasing their evasion ability? That way they can outmaneuver other races... I guess thats my best plan at the moment. I dont want to increase their shield or hull rates because that is invariably TEC. Their weak but can mass. I guess Ill

25 Replies 13,229 Views

Im really looking for ideas for race balancing and specific ship fixes. Like say increase certain resource costs or swap abilities and such. On a slightly unrelated note.... shadow do you think you could make some weapon textures for me? like for missles and stuff? I wanted to add some and Im not very good at stuff like that on my own... You can have the freedom to make them look anyway that you want for each race.

25 Replies 13,229 Views

Oh yeah and I'm still looking for community ideas!!!

25 Replies 13,229 Views

Yeah Kiedjor I'd be interested in working with you. Check out the changes I made above in the Changelog On note with the mod. I have alot of free time today so I will probably get alot more done. Maybe even test it with some friends.

25 Replies 13,229 Views

Im working on my coding abilities in an effort to make the game faster and add more micro. Im also looking to add lots of abilities that scale well for early, mid, and late game for all factions. Maybe I could help u guys out? Pm me and check out my thread for more info

91 Replies 57,107 Views

I totally agree with you and thats why im troubled by the disciple vessel thing. Im probably going to need to add some sort of crystal requirement to disciples. I was also looking at some of the stuff on here about making frigs attack like strike crafts (attacking and moving) I thought that was very interesting. I might incorporate something like that but im not sure yet. I heard an idea from a friend that I should make gravity wells larger so that Phase Jumping in would be easy but j

25 Replies 13,229 Views

you need to go into options after opening sins and load the mod you made. If you copied it into your game files directly (The new cap ship data) then it should already be set.

21 Replies 21,895 Views

Mod Log 10.26.08 Changed Build Times of Advent and Vasari. Reduced by 66% and rounded up. Results:Works well for frigates but need to do further testing on cap ships. Must test economic viability using common build orders. To Do: Set TEC Build Rates Test Them Tweak Capital Ship Build Rates. Currently 66% Faster Check Economic Impli

25 Replies 13,229 Views

The goal of the SINS [ProMod] is to increase both game speed time and micromanagement oppurtunity in SINS. I am creating this mod because 1. I feel that SINS would benefit from a mod that quickened gameplay so that one could play a game in 30 to 45 minutes. 2. Because I feel that there is alot of micromanagement potential with each unit but it isnt available because the units move too slowly and respond too slowly. SINS [ProMod] is meant to fix these things. At the mome

25 Replies 13,229 Views