JJBuck2

JJBuck2

Joined Member # 3455407
36 Posts 196 Replies 14,652 Reputation

Ok, I think I got it. Just one question: everything seems to be working the way I want it to except for the fact that the damage shows up on the infocard for the ability twice. Any idea whats causing that? I'll post the files if needed, theyre fairly large.

12 Replies 5,249 Views

I agree completely [e digicons]:grin:[/e] . I should have some time to play with it later and Ill put up what I've got, *fingers crossed* maybe I can get it working on my own.

12 Replies 5,249 Views

Thanks viper, I'll give it a look. @ Annatar [e digicons]:blush:[/e] I tried, I couldnt make it work so I figured taking bits from other abilities would work. Unfortunately I dont know quite enough bout how the game works to make a whole new ability from scratch and have it include the aspects I want it to. Ill keep tryin tho.

12 Replies 5,249 Views

Well what I did was port the weapon effect from the TEC planet bombing shell. That works out nicely. The problem is that I cant have both the Cluster Warheads work and have the weapon effect because Cluser Warheads builds on the Javelis' original weapon effects. I didnt want it to look like it was constantly firing nukes (which did look pretty cool, I tried it [e digicons]:andrew:[/e] ) but for the ability to launch the shot, then have it do AOE once it hits. Ma

12 Replies 5,249 Views

So I enjoy playing around with text files in this game (I'm absolutely no good at texturing and the like) but sometimes the way this game works makes me want to kill things. I'm trying to come up with ideas for experimental ships (one for each race) and for the TEC I came up with the idea of a modified LRM frigate that has the ability to fire nuclear missiles. Now the implementation of the weapon effects is fairly easy, but what I want to do with it is make it so that the ship fir

12 Replies 5,249 Views

Hey everyone, I want to add in a feature to the planet upgrades that lets you designate a planet to have two starbases instead of just one. It would be an upgrade that you buy and can then switch to another planet if you so desire (like the homeworld stat). How would I do this and where would I find the necessarly info? Ive looked around in the GameInfo folder and the closest thing I've got is under each particular planet it gives you the different upgrades for them

1 Replies 1,798 Views

I'm planning on building this in the near future, runs to about $1100: Antec Nine Hundred - $119.99 http://www.newegg.com/Product/Product.aspx?Item=N82E16811129021 AMD Motherboard and Phenom Combo - $354.98 http://www.newegg.com/Product/ComboDealDetails.aspx

62 Replies 178,290 Views
Reply to New mod in Sins Modding

Update again, just a couple little things that needed fixing: http://www.mediafire.com/download.php?w2imghnymgn Btw, Id really appreciate some feedback *hint hint* [e digicons]:grin:[/e]

8 Replies 3,959 Views

I agree. Ill be utterly shameless here and point you toward a mod I made that does some of what youre getting at, they dont get up to 15000 but they all start with around 5000 health and are much more capable than the original cap ships. (Btw its for Entrenchment 1.02 so youll have to be playing that to use the mod). I'd love to see regular sins like this but I doubt such a change will happen. Heres the link to the mod if you so wish to download it: http://www.

16 Replies 28,327 Views

Itunes fails, I had almost the exact same thing happen to me [e digicons]>:([/e]

4 Replies 2,937 Views

Yup, thats the beauty of Impulse. You can download it to as many computers as you like, as many times as you like.

4 Replies 2,937 Views

Haha sounds cool Teal. If you want help making/coming up with new abilities or different ways to implement existing ones let me know, I'm not an expert but I'm fairly good at it and I'd love to help. If you wanted me to, I dunno, make cap ships with specific purposes and abilities that suit those purposes I'd be happy to play around with it and see what comes from it. Can't wait to see what the final merge of StarFall and FireFall is gonna look like [e digicons]:grin:[/e]</

50 Replies 163,729 Views
Reply to New mod in Sins Modding

Btw I just updated (around the time of my last post) the download link in the OP with the changes I mention above.

8 Replies 3,959 Views
Reply to New mod in Sins Modding

Hey Teal, yup its for 1.02. I just made a few more changes including making the Kol's Adaptive Shield ability force enemy ships to focus fire it and I fixed the number of SC for each cap. Let me know what you think of it.

8 Replies 3,959 Views

Cool, it works. I removed the modifier that gives the Kol the visible shield outline and now it works like I wanted it to, thanks a bunch Annatar. [e digicons]:grin:[/e]

23 Replies 74,517 Views

Hey Teal, just wondering if youd be interested in adding to your mod a little mod I made/am working on that makes improved capital ships and adds/tweaks some of their abilities. https://forums.sinsofasolarempire.com/345210 Thats the forum post if you're interested. Let me know, I like the sound of the mod you've got so far tho I havnt had the chance to play it and it'd be awesome if you were interested in adding what I've done. Thanks [e digicons]:)[/e]

50 Replies 163,729 Views

Oh I see what you were getting at, dont know how i missed that. My guess would be that since they're single ocurrence, SB only weapons they dont merit an upgrade all their own? It doesnt really make sense given that before entrenchment the TEC Kol battleship had beam weapons but the TEC had no beam weapon upgrade. Maybe it will be fixed later, though since theyre kinda "special" weapons I doubt it.

6 Replies 17,515 Views

Okulus sorta does, the third? weapon upgrade makes all of them more powerful. Dunno bout the transcencia, I always wondered about that too.

6 Replies 17,515 Views

It means that the ability icon is being slotted in over the existing button (in this case the move order button). Also, why are you using the frigate factory create frigate thingy? Might be easier to add in the TEC starbase's construction ability (if you do this make sure that you make a new ability for it or else the original might act weird). Also, which starbase are you using (I'm assuming Vasari)? If so the problem is that since it can move and stuff its got extra

1 Replies 1,748 Views

I have no possible idea how I managed to miss that... [e digicons]:dur:[/e] . Ill give it a try. When you say remove the entity bool modifiers do you mean take them out just to see if the rest of the ability works or would removing them potentially solve the problem?

23 Replies 74,517 Views

Having a desert planet with all trade ports somewhere behind your front line is a great way to make a lot of money so yeah you can "milk the cow" [e digicons]:moo:[/e] if youve got the space. I'm not 100% sure how resource focus works except that it's something like the way refineries work. Instead of producing trade ships and credit income your trade ports start to produce refinery ships and resource income. I'm assuming the quotas for each extractor are the same for the A

11 Replies 13,127 Views

Probably what happened was that the guns had already shot before you colonized the planet and then hit afterwards. An allegiance change doesnt stop the shots from hitting (this has happened to me before: I blew up an allys planet b/c he captured it and then the Novalith shot hit it). If you plan on capturing planets its best to manual fire the Novalith shot or else you risk getting hit with your own gun [e digicons];P[/e]

8 Replies 15,391 Views

Fantastic books, fantastic author. You ought to give Tad Williams a try, he has an awesome three book (the third is split into two parts) series called Memory, Sorrow, and Thorn out. Not since the LOTR trilogy have I been so enthralled by a series. As far as Brooks goes, you should try his newer couple books in the Genesis of Shannara series. They live up to his fantastic writing in the other books. And Walker Boh is the ****[e digicons]:thumbsup:[/e]

30 Replies 107,887 Views

@mbaron888, I dont really think its possible. Each ability has a number of "constraints" that include things like "NotSelf" or "HasAntiMatterPool". I dont know for sure if there's an actual way to make it avoid scouts, since they fall under the headings of "hasweapons" and are frigates as well as technically being considered combat ships but I'm pretty sure that no other ability has constraints that allow it to target only a specific ship. I wish I could definitively say yes

377 Replies 1,213,649 Views