Just add the Diplo files to the manifests and remember the following: Frigates have an "allegianceDecreasePerRoundtrip" line added to their entity file, add that to any frigate .entity files in your mod. Player .entity files have the envoy frigate, diplomacy researches and relationship modifiers added. (possibly more, unless you have a 5+ race mod just copy the Diplomacy player entities and repeat any changes you made) Some researches were moved to the Diplomacy resear
Photoloss
What's the "Geneva" cruiser? I'm guessing it's an old name for the TEC envoy? Did you copy the textures? They could possibly have problems too, or if you forgot to copy them all that will surely crash the game. Other than that I noticed the (TEC envoy) mesh has quite a few "Exhaust" hardpoints. Does vanilla sins have a lower hardcode limit for them?
You can unzip the mod somewhere else and move the folder too. The important bit is that the mod path is ...SoaSE/Mods/ModName/(all the files in the mod, ex. GameInfo folder) I think the ver. 1.05 mod folder is just called "Mods", the later ones have version-specific mod folders. Also use the Dev.exe to see why you are getting the minidump.
It only works with basic sins 1.05. If you have a CD with that version just reinstall (deactivate any Impulse auto-updating) Or you can download that patch somewhere. I think a site called "Rick's Galaxy" had a link to it, otherwise, or just google for the patch. I don't know how to install the patch, but once that's done just unzip the 7DS archive to the "Mods" folder like all other mods. Backup all sins mods/achievement files/savegames before fiddling with this, especially if you r
I have seen this too, but only with the Diplomacy-adjusted (or Entrenchment-adjusted which I modified to work with Diplo, not sure) Sins Plus, which includes some version of Bailknight's Graphic Mod. And then only with an Orkulus using the Karrastra attack effects (PhaseCapitalWaveLight). That is not to say it only happens with that, but it's the only time I've actually seen it and remembered (as it happens every time and in Bailknight's the effect is bright green) One
Stacked buttons which you can both press? I don't know what happens when you give a capship a 5th active ability, but I guess that will minidump too ( as the "learn" button is in the same spot)
I think the free capship is hardcoded, though there might be an option to make even the first one cost full price in the map file. I suggest you don't increase ship numbers, if anything reduce upkeep as 1000+ ships per player will cause lag/crash the game.
Oh, and Starbases repel culture too, so if you have the economy you can send your capitals somewhere else and put a SB at the contested planet to push away the enemy culture (which might be a good idea anyway, as a big red button will deter "normal" invasions more effectively than a Kol or two)
[quote who="Seleuceia" reply="17" id="2646158"]As a note for the Deliverance Engine...culture rate CANNOT exceed +-.07% per second, no matter the circumstances...[/quote] Not entirely true. (Well, for culture it is) If you relocate your HW the change from previous base allegiance to the new value goes at 0.10%, however this is only for the transition to the new base allegiance. I'm not sure about the exact value, as the case where I noticed I had relocated to a world
Tactical Slots can be altered, though it's a flat slot increase (The research .entity file is called TACTICALSLOTINCREASE, and is used by the Advent) Edit: Can you please post which version of sins (Basic/Entrenchment/Diplomacy) you are using? It's needed for anyone to be able to make the mod for you.
Are you using the Dev.exe (found in your main sins installation folder)? When you use it what error message do you get before the game crashes? If you can't decipher it by yourself post it here. Most of the time you can easily find mistakes/typos from reading these error messages. Until then, or if the Dev.exe doesn't return anything useful, I suggest you rename your edited module file (just add a "2" to the filename), and make your race use the standard file to see if you have other
@ Cykur: Those threads are why I posted this, as a few others stated that you need 10 mines to catch up with Trade Ports (and the thread you are pointing to uses the refinery income rate for neutrals in the calculation, which is .08 instead of .06). So, since refineries are limited to 10 ships, I wondered whether they could service more mines than that, as having 10 ships for 20 mines looks kinda stupid compared to 10 ships for 5 mines. Darvin already answered this, but the ship count
And the Advent Deliverence Engine also gives a 25% damage bonus (15% in basic sins) to allied ships at the target planet, though this isn't directly linked to culture. Also note that pretty much all effects of culture besides the allegiance change must be researched first. (like slow production and vision)
You made two threads, I just hope the other one will get deleted. As for your problem, my first guess would be that you didn't add the ability/buff to the entity.manifest (if you are using Entrenchment/Diplomacy). You must add any additional .entity files to said manifest to make them appear ingame. If that isn't the problem, or you are running basic sins, you should check the researchPrerequisites and levelSourceType of the ability. Delete any researches listed (remember, you
@Trooper: I think FirstSpawner refers to the first ship in the entire chain, or the caster of the initial ability. I'll test sometime later. FirstSpawner works for your setup because every ship has the ability, and thus refers to itself as the FirstSpawner (I don't know for sure though). Does your buff (the actual ship boosting one) have a set duration? If yes please say so and ignore the following paragraph. If your buff is permanent, could you please try the following setup:
You seem to be making all/some ships synergize with each other automatically. Mine is a capship ultimate that's supposed to make all ships around the cap synergise with each other. I'm guessing you have "AllowInitialSpawnerToStack FALSE" on your "clone" buff? Sadly your setup, the way I understand it, doesn't work for my ability, as you use "FirstSpawner..." to refer to the casting ship itself. However, I want to activate this synergising behavior through a capship ab
OK, ApplyImpulse is used in TK Push, but it needs a value of 450000 to push away the fighters like it does, so I expect the same value to barely shove a capship aside.
So does Malice damage go through mitigation twice? One for the initial target, and another time because it deals damage to another ship? That would make it spread only 7.5% damage at max mitigation. Same question for Shield Projection. And that would mean you should always cast retaliation first, so the damage goes through fewer reductions. Sounds stupid And it can be pretty important for Advent, because you can have Shield Protection, Retaliation, Energy Absorption and buffed Mitigat
So at least it's theoretically possible for a refinery to be more effective than a trade port. So the cargo hold upgrade is a flat income bonus, but does the base number have any effect? For example does it define the resources earned for destroying the ship (I set the cargo size to 50000 and didn't see any difference in trade income, so it seems to do nothing for the owner of the ship.)
Asking because the .entity files list a "maxCargoShipCount" (set to 10), which implies that a refinery can only service that many extractors, probably less since they usually send multiple ships to 1 mine. Does this really cap refinery income? In most of the other threads people say a refinery needs to service 10 or so mines to be better than a trade port, yet if this limit is true that isn't possible. Now to the second question: I know killing cargo ships supposedly, some
For example, if you cast the Rapture retaliation spell on a Kol with the adaptive shield on, does all incoming damage get reflected back at the attackers or only the fraction that the Kol actually takes? Or if you have a Kol (again with the shield) under the effect of Shield Projection, does the Guardian take reduced damage from attacks directed at the Kol too? And where do Armor and Mitigation fit in? If they apply before the retaliation effect for example that makes it a lot
Is that part of a Dev.exe error message? I think you get it if you put fighters on a ship (mesh) that doesn't normally have any (most frigates/cruisers). If that is the case be warned, as the fighters will spawn at the bottom-left? of the map, and will only be useable after you make a phase jump or two (I haven't tried rebuilding them in combat yet, but the entire squad gets spawned way ouside the playabe map when it's first created) I don't know how to solve it except only putting st
1. There is no "build queue", you can queue as many ships as you want, but you can only simultaneously build as many as you have shipyards on the planet. Or do you mean slots for ship types? They probably have a limit of the 3 existing pages (you can put additional frigates in the cruiser tab though, the game makes no difference between frigates and cruisers) 2. Are you using a mod while playing said map? If you use the stock Galaxy Forge with an unmodded game the planets should have
In the Kol's .entity file, ctrl-f "command" or look for "CommandPoints". StartValue is for level 1, ValueIncreasePerLevel should be obvious. Carrier Cruisers have a line "maxNumCommandPoints", for Hangar Defenses it's "baseCommandPoints"
Problem with the Synergy ability again: Is there a "current host no longer has buff" finish condition? Or a workaround to make the "last spawner..." one consider the current target by "rebounding" to another ship first? Here's the setup: Synergy Self: applies "Synergy Spawn" every second to all ships in range (8000) Synergy Spawn: applies "Synergy Wait" to all ships in range (4000), prioritizes old buffs, finish conditions same as all "aura" buffs Synergy W