PreBuffCooldownTime is the rate of fire IIRC. Damage/Cooldown=DPS. I could be wrong though; haven't looked at entity files in a while.
TrooperScooper7
Start value 3, increase .33333. Linear algebra's vintage material.
There's a culture decay rate which controls how quickly culture spread tapers off per planet; adding a racial trait ("level zero" or starting value has the bonuses, e.g. you don't need to research it to get the bonuses; see the Enhanced 4X mod for this, though I'm sure there are other possible implementations) and culture spread rate increases the rate at which it, well, spreads. Note that the culture resistance IIRC only affects how slowly the enemy's culture penetrates
Phh. I can't quit now. Bit of backstory and exposition, hinting at development of Rebellion's TEC ships. CHAPTER TWENTY RESEARCH Committee of Alien Technology Analysis and Applied Heuristic Engineering [better name? heh.] CASAAHE On the Technological capabilities of Imperial fleets, and possible countermeasures. Twenty four years of war have brought us to the brink of e
Assuming the forward weapon's rate of fire is slower, yes. Also it's for ALL weapons in the bank, so for instance, let's say that the Kol's forward beams & lasers have raw damage of 80 and 20 respectively, (note- beams are weird, given the duration thing, which I'm not 100% certain on how it adds up e.g. does the cooldown begin after the whole duration, is the raw damage over that duration or per second of beam focus etc. but whatever) with a respective cool-down
The preferred firing arc is determined by which bank has the highest DPS, e.g. if the front-firing weapons are the best, it shoots forwards, but if it's to either side (or one side, a la the asymmetrical TEC ships) then that's the way it turns. In other words, up the damage and/or rate of fire to the side banks or lower the damage to the forward weapons, so that the former's DPS is greater than the latter.
I have a few ideas as to re-balancing siege and anti-structure frigates... first, I'd switch their armor type to heavy. Light Frigates are supposed to be their counters, not fighters. Second, give them antimatter pools and abilities that greatly increase their power. One of the big problems (IIRC) from the early sins siege frigates was that they alternated between being way OP to being fragile useless supply hogs... one person suggested requiring them to take t
This one's a doozy. CHAPTER NINETEEN THE CRUCIBLE Hygeia had fallen. The humans did not know it yet; no one inside the system knew it yet. But the near destruction of the local Vasari fleet doomed the system to Aeronian control. The Vasari were desperate. They
Sooo... Hi. Anyway, I've edited the atrocious (in hindsight) battle ending, and with a simple edit/retcon.... CHAPTER EIGHTEEN MINDLESS UPHEAVAL <p style="te
I've already implemented a civilian star base idea (see my Tangential Assimilation mod) and am trying to get my new race coded. I've got ~1200 files all told, but no FX or meshes, as it is a 1 man project and I can only code...
Yes, the idea is to limit the number of SPs in the grav well. They are primarily meant not to bomb planets, but to assault defenses. The Vasari one is meant to be a 'disposable' weapon, while the other two can bomb with abilities and can convert back to constructor ships via an ability.
I've been working on a new star base type for each race, but I've been concerned about the effects on the AI. My intent was primarily to to create an alternative for the Vasari when sieging a world and secondarily provide such an alternative to the other races, but I'm not certain whether the other races' SPs would pan out like I want... namely, to be able to revert to the star base constructor when the siege is done. Any suggestions on what I should do to make the AI adapt?
... for the Vasari. I'm getting a minidump with the TEC structure. I've compared the abilities to the Vasari equivalents, but they are essentially identical (the only differences lie in the string and research references) and the structure itself... the structure without the abilities works fine, while the first ability causes an instant minidump... the second ability on the list causes a minidump only when the structure is selected. Also, the entity validator isn't working-
I just tested the mercenary structure- it works!
The game minidumps when I place any of the Mercenary structures. Actually, I've compared the relevant ability files to the fleetbeacon file... I had set them as ultimate abilities. I've changed that, but have yet to test it. As for errors, here's the log. On a side note, I can't figure out how to get the research arrows to not go over research pips. It isn't a lethal error, but it looks horrible... c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\E
I've just tried adding the files to the "playertech" file; no go... does anyone have any experience with modding the FleetBeacon ablility? The entity validator isn't catching anything, but the game always crashes when I place a Mercenary building...
I could use a modeler for my new race mod. I've already coded most of the files (~500 total, not including the content from my Tangential Assimilation mod, which more than doubles the count) but have yet to get the Aeronian race fully functioning...
A bug has come up. Whenever one builds the merc barracks structure for any of the races, the game minidumps. I've checked out the files in the eclipse entity validator, but they aren't catching anything...
Some other things I forgot to mention: Victory cruises each race has access to a "Victory Cruise" which is essentially a souped up envoy frigate with abilities that provide insane boosts to economic and industrial output- but then, given the cost of launching one... In any event, these cruisers are meant to be the economic equivalent of late game superweapons, but given the nature of the game, I'm certain they need more tweaking... Mercenaries each race
Almost[e digicons]XD[/e] ? Sorry, I have a tendency to unwittingly get sidetracked with absurd levels of detail, as I like to think that too much information is preferable to too little...
If you want to change the number of squadrons a frigate can carry, or the type of squadron, then open the text file for that carrier and find these lines: squadTypeEntityDef:0 "SquadTechCombat" squadAntiMatterCost:0 90.000000 squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 150.000000 squadTypeEntityDef:2 "" squadAntiMatterCost:2 0.000000 squadTypeEntityDef:3 "" squadAntiMatterCost:3 0.000000 maxNumCommandPoints 2
Sorry for the delay; between RL and the initial release of my mod, I've been pressed for time... Once I get the siege platforms done, then I'll be able to focus more on writing the lore, but until then I'm focusing on coding. Hopefully, I'll be done with the SPs by Sunday and have another chapter or two up in the following week, but that isn't set in stone.
I'm currently trying to get my siege platforms up and running- they are intended to help the Vasari primarily, as their SP will be cheaper and faster to construct than the others, but I'll put them in for the other races; with all of the new defense upgrades, it only makes sense to have a high level turtle slayer.
This mod started as a series of minor changes in preparation for the work on my new race, but it evolved into something too large to be included with my original plan... I added ~20 new abilities as well as tweaking the stats for old abilities. I also added two new structures for each race (three for the advent) one star base each for the Vasari and Advent, as well as a new upgrade for the Argonev. Changelog <
I just checked the entity again... found that the SelfRepairModule reference was missing. I was certain the debug log would catch it- it caught the other ones... if my previous tests were correct, then there is still one error wrt the Vasari hangar.