The conclusion to the battle: CHAPTER THIRTEEN THE HAMMER BLOW From within the command center of the Heavy Cruiser Avantua, the Commander watched impassively as the first of his carriers died. He recalled that the Hydra had a c
TrooperScooper7
Sorry for nor being explicit, what I meant by adding weapons was adding racial weapon types, not ship's weapon emitters; I'm doing a new race, so I need at least two new weapon types, one a "beam" (actually just a projectile- just really drawn out) and one an energy projectile. The error messages appear alone, with no other message, and always cause a minidump.
Sorry for the long response. I've been troubleshooting the Cap. Ships for the mod... I've gotten these errors, which I cannot comprehend: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(279) NeedsSingleTarget() Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344) (instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.ins
A seige platform is essentially a bigger, tougher version of a torpedo cruiser, that would be constructed from constructor frigates, and would act like a Vasari SB- big, tough and slow, designed to take on defenses. Naturally it would be able to revert back to a constructor cruiser afterwards. The whole idea was to give an alternative for the Vasari for sieging Vasari, but I figured that all the races could use them.
Here's the next chapter, the beginning of a decisive battel between the invaders and the TEC: CHAPTER TWELVE FIRST BLOOD Kol looked at the scanners. High Command took too long to respond; the enemy have had too much time to prepare, they are too well situated, our
The long and the short of it is that I've been out for a while... b/w RL and other projects I've gotten very little done on the siege platform idea I had nearly a year ago. What I really need is a modeler- given time, I could code most of it (I've already made some progress) but I can't really do anything model wise, which I found out when I tried a bit of XSI last year. Since that fiasco I've stuck to coding, but the modeling problem remains. Aside from siege platfo
CHAPTER SIX COLLATERAL DAMAGE The Advent did not fail to retaliate. Scouts in the Algieba System witnessed the fury of the Unity brought to bear on the Imperial task force there. Their forces consisted of
CHAPTER SIX COLLATERAL DAMAGE The Advent did not fail to retaliate. Scouts in the Algieba System witnessed the fury of the Unity brought to bear on the Imperial task force there. Their forces consisted of
I don't think there is; I worked around this by making every ship that is affected act as "spawner" in order to use "FirstSpawnerNoLongerHasBuff" but from what I understand, the condition refers to the spawner of the buff in question... so if the Cap Ship SelfBuff applies an AOE buff (buffABCSpawn) that applies a buffABCSelf "ToSelf" AND a AOE buff to other ships (the clone) which applies a buffTarget "ToSelf" then the "FirstSpawner" will work to cancel the
I've been working on a similar fleet synergy mod... here's what I've done so far: 1. The ability itself applies a passive buff (buffABCspawn) to itself, which periodically applies a separate buff to self (buffABCself) and another buff (buffABCclone) to all other targets in the area. 2. the self-applied buff (self) periodically applies the actual buff to the caster, with the finish condition "FirstSpawnerNoLongerHasBuff" to check whether the caster has
The next two chapters: CHAPTER FOUR THE AREOLIAN SECTOR The Areolian Sector is the heart of the Eastern Front. It serves as the regional nexus for countless phase lanes, from which nearly any major
The ship's abilities will be toned down, obviously, and it will have a very short range for a capital ship, as the dialogue suggests, and its hull and armor will be rather weak. It sounds tougher than it will be ingame because its a different medium so balancing issues don't apply as much(primitive TEC vs superior alien race thing going on here), but a leveled up ship will be very tough when utilized in this fashion... the ships revolve around the
Here's the third chapter: CHAPTER THREE THE WAR COUNCIL The room grew silent as the last of the explosions died away. The 12 th fleet had been utterly demolished, its crews lost to a man. The enemy fleet was completely intact, not a ship destroyed, their hulls gleaming brightly in the sunlight; not one of the vessel's shields had failed during the fight and so they remained unharmed. A
This is the first I've heard of that series, but I'll be sure to check it out when I get the chance. Anyway, here's the next chapter: CHAPTER TWO THE SINEWS OF WAR The Hydra Class Assa
I've been working on a new race for SINS. Here's the first chapter of the lore so far. CHAPTER ONE TIMES OF WAR He knew when Admiral Kol entered the briefing room, because the room fell silent. The admiral looked calmly at him, then said in a manner more congruent
I've been brainstorming for a new race idea. Here are a few of the abilities I've come up with so far: Surgical Strike (ultimate): the ship focuses all firepower on the target, instantly destroying it (affects frigates and structures). Gravitic Shield: the ship creates an inverted gravitational field using its engines, disabling movement but also repelling all nearby SC and ships and greatly decreasing incoming damage. Multidimensional Rift (
Sorry about the long absence, was on vacation. Anyway, thisis wat I did: entityType "Buff" onReapplyDuplicateType "PrioritizeOldBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 0 numPeriodicActions 1 periodicAction actionCountType "Infinite" actionInte
I gave the Speed Boost ability a periodic action that removes the buff destabilize hyperspace target- the buff that removes antimatter and HP on jumping out of a system with a hostile starbase.
I've managed to get the buff to work permanently. I mean permanently. Once the ability is activated, te destabilize effect doesn't reappear, even after the Distort Gravity effect wears off.
One of my many ideas for a mod is a new structure called a siege platform. It would essentially be a hybrid between a siege frigate and an antistructure cruiser, but as large (and as tough) as a starbase. It would be constructed using constructor frigates (or the Jarun Migrator) and would have very heavy armor. The TEC siege platform would be the toughest and have the most damage (~150-200 DPS) and would have a HUGE range, but would be expensive, slow, would do ther least bo
I actually have an idea for several new game pieces. I'm planning to make something called a gunship. This would be (essentially) the cruiser equivalent of flak frigates. It would have heavy armor, and would do anti light damage, so it could take on LRFs and bombers effectively.
'm not exacty sure what this would do... what, exactly does the interval time mean? I'm assuming it means seconds, but...
I have almost completed this mod. Before I upload it or anything, I'd lik to know what everyone thinks of the changes I made. It's a long list: Universal Siege and Antistructure frigates now have heavy armor Carrier speeds increased to 550 colony frigates' colonize ability antimatter cost reduced to 20, cooldown reduced to 60 ability to capture neutral resource extractors antimatter cost reduced to 10, cooldown reduced to 30 colony frigates' a
It uses an instant action and a boolean modifier, which won't exactly help me.
As part of my mod, I've granted the Antorak's speed boost the ability to bestow immunity to jump destabilization. It works.. intermittently. I've set the ability to periodically remove the buff, and it does. However, the destabilizing effect reappears briefly but incessantly. I have tried setting the interval as low as it can go, and it still won't go away completely. Any advice?