DerkaJames

DerkaJames

Joined Member # 3722622
6 Posts 5 Replies 172 Reputation

found it Line 171 of starbase file creationSourceAbility "AbilityDeployStarBaseTech" update that and the retest drops the error messages. thanks for all the help

5 Replies 7,092 Views

So i imported and updated the frigate file and a new ability file and the starbase construction is fine but I still get that same error at the load of the mod with repeated errors of "False" during gameplay: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694) starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate

5 Replies 7,092 Views

yeah i tracked down the frigate file (havent imported those into the mod yet) which referenced the ability file which specifically calls for StarBaseTech as the type which was shut off under the race file's references. im gonna give that a shot and see where it leads to...

5 Replies 7,092 Views

So in the continuation of my effort to create a super race mod i have come across an error i cant make sense of, fortunately i keep a txt file where i log each and every action i perform. i test in debug mode the error pops up: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694) starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate you hit skip and the mod will finish

5 Replies 7,092 Views

So I get that the Max lvl for the Caps is 10 but can the individual upgrades go above 3, for instance can i design a colonize 4 & 5 to go with the standard 1,2,3. I think it can make for more of a strategic play. Have to choose upgrades carefully because you can never acquire all of them on one ship...

13 Replies 21,473 Views

So i am beginning my massive mod attempt. Creating a fourth race using the TEC files as a base and removing features i dont like and mixing in Vasari and Advent Elements I do like. Eventually I plan on it being a mixture of all three races. The question is how do i make it so the CPU doesnt allow the AI to play as this Super race. I want it to be playable for me but i dont want it to be an option under random. I also want to still play against a random and dont want to have to choose my oppon

1 Replies 2,512 Views

So I have an idea for a mod piece i would like to try but i have to get to work so i dont have time to sit down and try to test it out. Has anyone played with the values of Terran vs TerranHome. My idea is to allow Home worlds be like super fortresses. IE on the home world you get three extra stages for population and planetary health, but only for the home world. Do the Home entity files code just for the map loading, for instance can Terran have different stage values than TerranHome? If i

1 Replies 2,784 Views

So i have been at it for a few hours, finally found how to convert the files in txt formats so i can actually read them. Tried changing a bunch of stuff, tested and the whole thing collapsed on itself with a billion error logs. Now I am going to try to do it one item at a time but I have a few questions: I am trying to create a mod that is playable in Diplomacy. It is for my own purpose and learning and I have no intention of distributing to anyone so in Diplomacy i get all the standa

2 Replies 2,849 Views

So i havent actually gotten into any modding in Sins, havent even read any of the tutorials yet. I am curious if it is possible to alter the fleet allotments individually based on the race. For instance instead of all 3 getting 16 Caps with 2000? (i forget the #) fleet TEC can get 3000 Fleet but only 12 Caps while Vasari can get 20 Caps but 1500 fleet. I havent worked out the specifics of what I am looking for but something along those lines. And is it an easy code?

3 Replies 3,763 Views

it is my understanding that the purpose of GalaxyForge is to permit individuals without programming experience to create custom playable maps. to this end GF has only made it halfway to being user friendly. 1- some form of undo. 2- a copy function, when i create maps that i want to be perfectly balanced (ie, four players start in 4 different systems each with the exact same planets in the exact same locations) i have to recreate the same system multiple times, as oppose to cre

51 Replies 32,304 Views