[quote who="EvilTesla-RG" reply="16" id="2409734"]so, what is wrong with it? [/quote] As I said in my Edit there is nothing wrong with it anymore. Again sorry to have bothered you with this one.
gruntmaster1
Well It is not gona be a pretty sight: EDIT: Damn sorry to have bothered you with this one, after correcting the wrong buff error I mentioned below the thing works as it should. I assumed that it put the buff on itself since it showed a distance ring around itself when you hover the curser over the ability. Again sorry. Note: while taking screenshots I noticed the cluster warhead ability which is the same, just done for a period instead of the whole time (first notic
Well after adding the abilites new problems have arisen >_>. The one that bothers me the most is a passive ability which should add AoE damage to its weapons. Currently It works this way: Ability applies buff to self> Buff is added to target on weapon fired > buff is added to targets in a radius > buff do damage to targets. The problem is that the Ability treats itself as the target instead of those that the weapon fires on, how can I change that?
Hmm considering my succes with abilities today, I think that I might not be able to help mutch, but the abilitychargedphasemissiles is an ability that can be activated or deactivated. You might be able to make it so that aplies either one or the other buff.
xD the install folder is loocated in C:\Programfiles\stardock games\sins of a solar empire
Have you seen into the Tier thing I mentioned? Besides that I can only think of the fact that you use the same hud icons as the previous, you can just try and delete that part so that it says hud_icon "" (only the "" is important I probably have some spelling errors that you shouldn't add). I haven't tried to add new research before so my experience is quite limited. The reason that the problem disapear when you remove the playerTech is that the file will then not lead to th
Wow Blair, that is what I call fanservice [e digicons]:drool:[/e] ! Now if just understood wath these line mean, I could probably get the last 80% of my abilities to do wath i want them to xD: public StringEnum {enum Enum{
Well I added some new abilities today which was full of spelling errors and structure errors, and took me 6 hours to make the game able to start. The debugger was quite helpfull and understandable on these ones though I still have some few errors that are geberish but lets me play the game. The three things I learned was this one: Failed to convert 'DrainAntimatter' to an enum value. And this one: File: C:\Users\Bjørn\AppData\Local\Ironcl
[quote who="da_snada" reply="65" id="2408582"]this sounds very good... but is this a dead project, or are you still working on it? greets dennis [/quote] The last time I heard from Kiedjor, he said that he had taken vacation from sins, and I think he still does.
well, instead of making another new thread I thought would ressurect my old ones instead.
Thx for the paragraphs it makes it a lot easier to read. One thing I noticed was that you only moved it one spot to the right, but increased the tier with 2. Remember each step to the right increases the tier with one. Tiers are the required labs where the first tier requires one lab. Also try and open this in the dev exe. When you do this, you will get an error messeage for eveything you have done wrong. Now just because you get an error doesn't it mean that it will cause a mini-dump
Yeah it does, any sound file that already excist can be replaced this way. However when you want to add new sounds you will have to edit some more files.
As far as I remember the damage to planets aren't much different from the normal it is just named DoDamagePlanet instead and also have people killed as an extra part of its structure, I will look into it when the time comes.
K, thx for the help. It will take some time before I can give a response on the succes since I first need to add the 15 abilities and then make them bug free, and after that make them work as they should xD. If I am lucky I might be able to launch the mod tomorrow (as a beta) though this ability will not be included. Also a new question, is there a DoDamage buff that gives the damage in percent of hull and shield?
remember to edit the amount of strings at the top of the string list. Btw. I have bad experience with two different entities having the same hud icon on the same "page". This is usually causes a minidum when you open that page (such as the list of frigates you can build if two different frigates have the same hud icon). Also please use paragraphs it will make it a lot easier to read. ~ gruntmaster1
Hmm how should LastSpawner exactly be understood? does it mean that if the target doesn't have BuffT then it will end the ability and not continue the "chain" of buffs?
[quote who="EvilTesla-RG" reply="5" id="2407392"]Three is not really possible. It IS possible to make a "AND" logic gate. So that once you use an ability on a particular ship, it only works if you used it on the right ship. But that only works on abilities, and doesn't affect targeting. [/quote] I thought of doing that by making the first ApplyBuffOnWeaponFired (might be spelled wrong XD) and then make the weapon class unique for this frigate in this faction
[quote who="Dinoff" reply="3" id="2407225"]actually for the interplanetary gun look to the novalith ability i dont know remember what fille i think its tec cannon.entity the range of the gun does not matter when it comes to that but it depends what your looking for it to do. i have experience working with that particular file when i tried to make a halo. [/quote] Originally it was ment to be a 3rd weapon which was unlocked with the the ultimate abilitty, though
Thx for the reply, I guess when you say 3. you men't 2. I have to admit that nr. 2 was kind of lazynes since I haven't implemented the new abilities yet (all new abilities for 3 new capitals) and that one was a weapon, which when I pressed on a target in an other gravity well the ship would move to there instead of attacking the target and I thought the abillity would act the same way). EDIT: btw I found what I needed for the first one (and most important one since the others are
Hmm, this might be kind of kicking a dead horse, but I thought that I would tell you to add in Depeche View to your modding pack (or something similar). It is a tool you can use to search the content of all txt files in a folder, making finding specific abillities, buffs, etc. a lot easier.
Hey, I am having some problems figuring out how to make 3 abilities work. The first one is a passive ability, that only triggers a buff when the ship having the passive ability dies (could also just be 99,9% hull damage). The other thing is making an ability able to shoot at enemies from one gravitywell to an other (if the targets in the gravitywell is within the range of the ability). The last thing is making an ability that a new frigate I am implemen
The problem is that I want to make it act like a missile (so that it is homing lassers :D). btw. thx for the pm, I will look into it.
Hey sins communtiy I am currently working on a mod (a small one) and because I am rather new at the game I would like some input from some more experienced players on balance. While I have already created a somewhat similar thread in the modding section, it seems like it was the wrong place to post it, which is why I am now bringing it here. Details about my mod can be found here
Basicly, it means that it is not compatible with that filetype. Can you save your work in the program that you used in an other filetype? If not try and search for a skp converter. either change it to something you can use in XSI mod tool or 3ds max (if you have that program).
[quote who="EvilTesla-RG" reply="1" id="2404225"]The Marza's Missile Barrage is probably the most famous of LVL 6 weapons. [/quote] Well, this one will kick the missile barrages butt and take its launch money ;). Though the missile barrage isn't a weapon (as with starbasses though they are based on upgrades (though they use the weaponfireconstraint)).