Photoloss

Photoloss

Joined Member # 3968423
7 Posts 99 Replies 5,895 Reputation

Why wasn't it mentioned here that ver 2.5 was made public? (or so it is said here ) Or was there another thread for that and I missed it? And where are we supposed to post suggestions/bugs found in v2.5 so people from DMG will read them? For example, the main menu is messed up (I'm using Trinity if that's relevant), The "quit game" buttom is in the same location as it was in SINS 1.05, but they put in ne

4,959 Replies 12,569,854 Views

[quote who="Cooljedidude" reply="17" id="2678560"]Don't the Advent have mines on their carrier? I think I remember seeing Mine squads flying in formation with them. If I've got my head on straight, you have a kamikazi right there.[/quote] The Advent Mine Squads are useless by themselves. However, the Mine Squad has a "Deploy Mines" ability, which converts the squad's SC into the actual Advent Mines. Sadly, this conversion method is hardcoded and only works for converting SC into mines

19 Replies 10,956 Views

When you say "move faster/slower" do you mean stuff like the Antorak Marauder's Distort Gravity? Because my main question is about the planet bonuses ("...Core" ones), and the other question was about a permanent, hardcoded system that supposedly makes your ships even slower when further away from the planet, beyond the basic distance increase and abilities/buffs. The question was wether such a system exists in Sins, as that could lead to an answer to my first question.

4 Replies 4,693 Views

That could work. For example, if you set the magnetize range to infinite/very high, give the ability to the kamikaze squad, set the initial cast range to your desired kamikaze range and set the max. number of targets to the base number of SC in the kamikaze squad.

19 Replies 10,956 Views

For new fighter types you need the FighterRACEname.enity and the SquadRACEname.entity as you said. In Entrenchment/Diplomacy you must then add these two files to the entity.manifest (that is basically a list of all .entity files the game should be allowed to use when running the mod) Afaik there is no reference to the SC in the player file. Then you must add the Squad entity to a carrier ship. Any ship can have at most 4 different kinds of strike craft. (As of Diplomacy, I don't know

6 Replies 33,916 Views

Oh, and if you come up with a "buff counting system" that actually works, please post how you did it, as I'm sure quite a few people will love you for that. But really, unless it's crucial for some realistic total conversion mod I suggest you stick to the existing system, and possibly exclude certain "killer combos" of custom structures/mines through a modified version of my synergy ability (i.e. you don't limit all SBs/mines, just the ones you can't easily balance through other means

3 Replies 5,010 Views

I somehow think nanites aren't the answer to this. For one thing, if the "enemy" were nanites the lone surviving ship would continue being deconstructed after escaping as it already had the nanites on board, and given that the Vasari already used nanites offensively the crew would have known, at least to some extent, what had attacked them. Also, the only ways nanites can make people insane are either 1) Direct manipulation of the brain (though the back lines in the "final battle" wou

86 Replies 250,966 Views

Star Gravwells are bigger than planets, and somewhere in the manual it also mentions an effect of "gravity" where ships move faster when further/closer (can't remember which way round it was) from a planet. This could explain what you notice with stars, as you are always far from the central point. (Stars have no "mass" number in their .entity files, nor anything else that directly hints at this, so I guess this system -if it even exists- goes purely by distance from the central point, and th

4 Replies 4,693 Views

Even in the sci-fi setting, the module slot system makes no sense to me. Of course, there's only a limited amount of space around a planet. However, unless we're talking about space stations the size of moons you can actually place a crapload of stuff up there. But what really gets me is the split between civilian and military slots. Both kinds of structures require the same type of space (and roughly the same amount), as well as roughly the same kind of materials/mai

108 Replies 155,853 Views

The game doesn't load stuff purely in the order of the manifest. StringNotFound errors for example only pop up the moment said string is displayed, while malfunctioning buffs aren't recognised as errors at all. Invalid planet types only create errors when you load a map containing them. Stuff like giving SC shields or phasing out a ship with an OnWeaponFired trigger instantly minidumps the game without producing any error message at all. (Shielded SC only minidump once they ar

13 Replies 10,833 Views

For a basic upkeep cost you could probably give every ship a buff that makes it drain the resources of the owner (stuff like Drain Planet or the Pirates' Plunder ability can drain/steal resources, so it should be possible) You will run into problems with Scouts, as they already have 5 active abilities, leaving no space for the passive buff-placing one (and no existing passive means you can't add the buff to that ability either) - then again, unless you want to make Scouts viable comba

2 Replies 2,010 Views

Once you find a way of counting buffs, and making a certain stack amount a prereq for other buffs, you can simulate it with abilities. So once the limit is reached, you can disable the abilities of Ruiners and constructors, though the only way of forcing it for the Jarun would probably be to mod the deployment ability and make it "malfunction" if too many SB's are present, refunding the costs in the process. For TEC mines you will probably have to destroy and refund every sing

3 Replies 5,010 Views

Actually if the kamikaze fighters are supposed to be an ability, and not Advent Mines with a quickfire button, you would just have to change the projectile animation of Missile Barrage to the drone. As long as you aren't supposed to be able to shoot them down, you can simply make them a Missile-type weapon animation. Edit: Oh, and I checked the ApplyBuffToTargetsLinked action: It's used for the Rapture's meditation aura buffInstantActionType "ApplyBuffToTarg

19 Replies 10,956 Views

As the title says, are the planetary bonuses that change gravwell size bugged or something? In an older thread someone stated you could notice the difference when placing a PJI/Turret. However, the Sins Plus mod has these "Gravitational Anomaly" bonuses, and the negative one lists -100% gravwell size. On paper that should make the gravwell non-existant, yet it looks the same as always, and the Dev.exe doesn't spew out an error either, like "division by 0 not possible, ignoring bonus..

4 Replies 4,693 Views

You can also do that with the "CreateFrigate" action, as used by the Sova Missile Platform and others. The Fleet Beacon setup only is worth the code if you want to randomize the ships. About the NeedsSingleTarget one, maybe you messed up some other target reference? Like I said earlier, maybe you're using ApplyBuffToTarget (or one of the NoFilter/NoRange variants) under the wrong conditions?

13 Replies 10,833 Views

You must convert the file to text format , or use harpo's reference files . You'll need the vanilla sins ones for the capship researches, but I suggest you download all 3 batches for later use. Also, since I don't know how much you know about modding, I'll also say this: Never change the base game files in your installation folder!

5 Replies 4,762 Views

[quote who="Mystic Angel" reply="6" id="2670891"]Yeah, I tried that approach. Unfortunately, weapons set to AFFECTS_ONLY_HULL have absolutely no effect if shields are still present...[/quote] That doesn't sound right. The damage type is used by the Jarrasul Nano-Disassembler, so for buffs at least it goes right through shields, with devastating effects. I just tried it with a scout set to AFFECTS_ONLY_HULL damage and amount of 180 (7 second cooldown), killed a Krosov within seco

7 Replies 6,018 Views

Similar to this thread on kamikaze SC, are you trying to make a SC squad ability apply a buff to its members via an "ApplyBuffToSelf" action, other than ConvertFightersToMines? That could be causing the "needs single target" ability error, as the ApplyBuff fails to work on the squad members. Or you could be using ApplyTargettedBuffToSelf, or one of the related Target references, with an AoE buff.

13 Replies 10,833 Views

You could put the ability on the host carrier and ApplyBuffToLinkedSquad->MakeDead? (Some creative constraint use will stop it from killing non-suicide SC) Or you could try ApplyBuffToTargetsLinked, though I only looked that one up on the Modifier list, so I have no idea where it comes from or how it's used.

19 Replies 10,956 Views

For the "instantActionTrigger..." ones I guess you put in some invalid code for a buff. The way it looks you either wrote "OnChance" trigger type without giving a chance value, or you gave a chance value despite using the "AlwaysPerform" trigger. (Or something similar, just go through all your buffs and look at the instantActions and periodicActions) The "researchPrerequisites..." one doesn't crash the game (at least for me it doesn't, and I'm getting 3 of them). I guess something is

13 Replies 10,833 Views

Q1: You can either block all travel from the wormhole (a la Embargo) or phase out/destroy/whatever any ship travelling between any two selected planets. (you can give an ability to the wormhole so the interdictor ability only works at wormholes) This would require an "interdictor" to be present at either one of the wormholes in question: You can either apply the buff to incoming ships, or apply it upon departing and then check wether the destination is a wormhole. I don't know when ex

7 Replies 9,346 Views

If you just want to change the portraits of the 3 original races just draw your custom images above the stock ones (copy the "Player_Portrait_Large.tga" file, edit it and place it in the mod folder) Similar procedures work for the smaller icons, though I can't remember where they are set. If you want to add more portraits you must edit the PlayerRACE.playerpictures files in the Window folder, which set the portraits used by that race. You don't have to add to the original texture file

11 Replies 40,357 Views

[quote who="harpo99999" reply="17" id="2668187"]from my memory the 7ds 2.1 was for sins 1.05 ONLY, but came out after sins 1.09 was released. harpo[/quote] And 7DS 2.1 is the newest publicly released version, which, as you said, only works in vanilla sins 1.05. You can get the 1.05 patch here (are we allowed to post links to filesharing services? I can't even find the

22 Replies 14,679 Views