Where do you put the modded string file? Does it go in its own folder?
TrooperScooper7
I know. I wasn't adding immunity to PJI's; I was adding immunity to Star Bases' destabilization.
There is another unrelated error message I'm getting... I am trying to make the self destruct of the Argonev affect fighters. I get this message: Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Support/TargetFilter.cpp(615) false Additionally, fighters do not seem to be affected by the ability.
Okay thanks!
I've added them to ships in my mod. They work perfectly, without any additional effort (free abilities W00T!)
I've found the ability I was referring to, and another as well. Here they are: ID "IDS_ABILITY_STUNBURST_NAME" Value "E.M.P." StringInfo ID "IDS_ABILITY_STUNBURST_DESCRIPTION" Value "Unleashes a large shockwave that disables all enemy ships within its radius for a brief time." StringInfo ID "IDS_ABILITY_VOLLEYFIRE_NAME" Value "Onslaught" StringInfo ID "IDS_ABILITY_VOLLEYFIRE_DESCRIPTION"<br
I've edited the file, but I'm getting that error message you mentioned... probably some noob mistake on my part. Does the placement of the new data matter, or can I just place the new text anywhere? EDIT: I forgot to mention, but I have modified the count on the top. Incedentially, while I was editing the file, I noticed an ability referred to as "onslaught". It's effects are to increase the range and rate of fire of the ship's weapons, presumably at the expense of m
Thanks to the advice I recieved here and a little effort on my part, the bulk of my mod is functioning perfectly. One file, however, refuses to cooperate. I have been trying, and failing, to change the Subjugator's abilities to AoEs. I've successfully converted Perseverance, but Suppression incessantly spawns minidumps. I've looked at the error messages, and have noted that they refer to a specific line five times. This line is variously listed as line 25, 26, 27
I'm getting an error message with the files in my mod. It isn't causing a minidump... yet. Just out of curiosity, and caution, I'd like to know what it means. Here it is: Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(280) m_aiUseTime != AIUseTime::Invalid
I've modified the manifest file, and placed it with my mod. When I try to run it, it says that it can't find the files, and gives the same error message as before (in addition to the new error messages.) Is there any particular format that the manifest has to be in? EDIT: Nevermind, I found the problem... I forgot to put .entity at the end of the file names.
So much for that idea... thanks anyway!
I am wondering how to create a description for a new ability. I've heard of something called string files before, and the entity files mention them. Where are they, and how do I edit them? Also, how do I create new icons for abilities?
I was planning to give the Dunov's EMP charge ability the power to "wipe" shield mitigation back to it's original level. I suppose I could give it an effect that lowers the maximum mitigation to 0 for a brief duration (~ .5 sec) but would this do anything? After the effect wore off, would mitigation return to its previous value, or start from scratch?
OK, so I guess I wouldn't be able to duplicate the effect. Is there some workaround I could use?
I created new abilities for the Advent's defense vessel, Purge vessel, and Solanus Adjuciator. It is probably the latter. What, exactly, is the manifest file? I've heard of it, but am not exactly certain what it is.
I have created two new abilities for my mod. One of them loads fine, but when I try to load the other, I ge an error message saying "Ref not found: AbilityDivineVengeance" I have triple checked the pertinent mod files, and I can't find any problem.
As part of my rebalancing mod, I planned to give the Akkan's colonize the ability to boost the resource extraction bonus of a colony. I had planned to use the resource extraction ability of the Advent's trade port as a guide.. but I ran into a problem. The buff involved didn't have any component to boost the extraction rate of extractors! I have checked both of the buffs' and the ability's entity files, but there aren't any lines that boost the extraction rate. &nb
Thanks for the info. I was not specific enough with my final request. When I said that I wanted to learn if I could alter the fleet command points of a capital ship, I meant that I wanted to be able to set how many of those ships I could build. If I were to have a ship that took up .5 fleet command points, then I could build twice as many before having to upgrade my capital ship capacity (so I could build 32 of these ships OR 16 regular capital ships- or some combination of the tw
I know that abilities like the Subverters can reduce maximum mitigation, and the file for a ship allows you to set the mitigation, but is it possible to mod the mitigation itself? Could I create an ability that sets the current mitigation to a specific level, or that freezes (or accelerates) the decay of mitigation?
Several of the files in my mod fail to work. I have tried to make the Antorak's distort gravity effect grant immunity to jump destabilization. The mod runs smoothly, until I hover my mouse over the ability. I am also trying to make the Subjugator's abilities AoEs. These files won't run at all. Here is what I have: Antorak Distort Gravity entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers"<b
I am working on my first mod, which will (hopefully) fix the abilities of the various ships. I have several questions. First, how do you change an ability that targets a single ship to an AoE? Is it possible to alter the hangar squad research the Advent have so that it affects star base squadrons as well? How do you create a research subject that boosts the speed of ships? And is it possible to change the fleet command cost of a capital ship, so you cou