Lavo_2

Lavo_2

Joined Member # 4118112
18 Posts 2,104 Replies 1,713 Reputation

Earlier I was working on custom abilities and buffs in Sins of a Solar Empire and came across a very particular bug. The issue relates to the entityBoolModifier DisableFighterLaunch. Generally, when this modifier is applied, it prevents entities from launching strike craft and forces any deployed strike craft to dock with the entity in question. However, when this modifier is applied to PlanetModuleHangarDefense entities, the latter does not occur and any deployed strike craft are free to r

1 Replies 14,041 Views

Back when 1.85 dropped I realized that RuinPlanet could only be applied via Ability file, and not Buff files, which hampers how useful it is for modding. As a result I request the RuinPlanet buffInstantActionType to be changed to one similar to ClearRecordedDamage and ChangePlayerIndexToNeutral. Here is an example of the existing AbilityRuinPlanet modified for such a change .

47 Replies 303,505 Views

Some mods add on to vanilla, while others are total conversions that toss out vanilla in it's near entirety. If you're in the latter category, this is the thread for you, as after a few days and help from meier of pysoase, here's a list of all 53 vanilla entities that you must load to avoid crash issues. entityName "BuffDecloakMineForMovement.entity" entityName "BuffNeutralCapturableEntity.entity" entityName "BuffRecentlyColonized.entity" entityName "Debris

0 Replies 22,749 Views

[quote who="Blair Fraser" reply="8" id="3658093"]I'll have it done for the next update. [/quote] I'll revive an idea I threw when 1.85 dropped... [quote who="Lavo_2" reply="22" id="3641431"] A second request would be to have RuinPlanet buffInstantActionType be changed to one similar to ClearRecordedDamage and ChangePlayerIndexToNeutral. Here is an example of the existing AbilityRuinPlanet

26 Replies 352,576 Views

It gives the same error even when I specify a planet type. The oddity here is, which I forgot to mention, is that these modifiers are copied from a regular research item, which does not spew these errors. Only when they are used in a pact bonus do they generate these errors.

2,761 Replies 7,622,525 Views

I have a pact bonus with the following for modifiers: researchModifier modifierType "PopulationGrowthRateAdjustment" baseValue 0.000000 perLevelValue 0.100000 researchModifier modifierType "PlanetUpgradeCostAdjustment" baseValue 0.000000 perLevelValue 0.125000 linkedPlanetUpgradeType "Invalid" researchMo

2,761 Replies 7,622,525 Views

[quote who="Creativenamedforafish" reply="2652" id="3646370"]I have been having trouble converting .xsi files to .mesh, specifically I get the following error: [/quote] Rather than try and explain things, I will recommend watching this video, but instead of Crosswalk'ing an .XSI, go to Import and then select .OBJ or .FBX [do the latter if you can].

2,761 Replies 7,622,525 Views

[quote who="JoshuaTedder" reply="2637" id="3646100"]We know what the modifiers are, we're just trying to figure out what files reference the neutral extractors. [e digicons]:)[/e] [/quote] Why the neutral extractors in particular? With these modifiers you can create a new neutral entity that you can then place in any gravity well via the GSD.

2,761 Replies 7,622,525 Views

numEntityBoolModifiers 3 entityBoolModifier "CannotBeDamaged" entityBoolModifier "CannotBeScuttled" entityBoolModifier "CanBeCaptured"

2,761 Replies 7,622,525 Views

I'd take a look at the tutorial Goa linked; should do the trick. Failing that, feel free to ask more questions! [quote who="myfist0" reply="1" id="3645440"] First, their was an old script to export direct to mesh but not sure what version of Max it works with. I dont have that. [/quote] That script, which I have, is very piss poor as it can't do tangents right. I wouldn't recommend using it, though it is useful for reverse-importing mesh files.

5 Replies 43,854 Views

Has anyone heard of this issue before? I saw it for the first time ever today. Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/DataStructures/List.h(431) i != End() [quote who="myfist0" reply="2616" id="3643514"]That also makes for a huge poly count for a shield mesh. I don't recommend that for a lot of ships. [/quote] It isn't a huge problem. Poly count isn't too much of an issue in Sins so long as they're under 25k or so

2,761 Replies 7,622,525 Views

It is also worth nothing that even ships without shields should have a shield mesh as the shield mesh in Sins is actually the collision mesh. So if a ship doesn't have shields, make a copy of the main mesh, get rid of the hardpoints, and have the texture lines be blank, ex. ( DiffuseTextureFileName "" ), and use that as the shield mesh. This is also useful if you want to have "hull hugging" shields. To answer the original question, if renderShield is set to FALSE, even if the ship

2,761 Replies 7,622,525 Views

[quote who="GoaFan77" reply="2600" id="3642536"]That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates. [/quote] Squadrons are the only unit that the AI doesn't think of as a "researchable unit". I don't really know why, just that this is how it is.

2,761 Replies 7,622,525 Views

[quote who="WA-Numenor" reply="2589" id="3641875"]is there anyway I can scale them up without having to mod their mesh files? [/quote] No, you have to scale up the mesh files. There are tools to do this easily however.

2,761 Replies 7,622,525 Views

Would it be possible to have the militia that spawn vary based on planet owner's race? For example, if a player is Advent and controls a rampant militia spawning planet, for the planet to spawn Advent ships instead of TEC ships. This would be helpful both for vanilla, as research benefits these ships and thus is biased towards the TEC, and for modders with crazy ideas. A second request would be to have RuinPlanet buffInstantActionType be changed to one similar to ClearRecordedDama

39 Replies 274,581 Views

Here's all of the strings that were either added or modified in 1.85 with reference as far back as 1.82 . I'd paste them on the forums rather than link you to a text document, but the forum likes to bork the spacing.

1 Replies 24,800 Views

Hey guys here's a tool you might find useful . I've had it for awhile, and I keep forgetting to post it, but it might be useful for those who need to update their mods to 1.85. It's a mass find and replace tool, and the find box allows for wildcards by putting in the * symbol. To use it, make a new folder and slap in all the files you want to edit. Here are two examples of ways to use it; the first is an easy way to a

2,761 Replies 7,622,525 Views