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?
Albinus
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.
Yeah its gonna be channeling for both so its only one at a time... or neither if preferred
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?
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.
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!
quick question... How do you give ships the ability to hold strikecraft?
Thanks alot man everything you said worked!
wow thanks alot! +1 Karma for the great help!
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
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...
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
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
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
I really like how everything isnt too offset on that ship Cobalt. Looks Nice!
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.
Oh yeah and I'm still looking for community ideas!!!
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.
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
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
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.
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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
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