justgetmeonhere

justgetmeonhere

Joined Member # 4199104
1 Posts 6 Replies 10,130 Reputation

Hmm, I might very well take you up on that offer. It always seemed kinda weird to me that enemies were locked out of using your nodes, to be honest. In fact, I think it would have added more strategy to do so. By connecting your planets with stabilizers, you can move anywhere you need to quickly, but you also risk exposing yourself. Connect all of your worlds to your capital, and your enemies can only be one hop away from your homeworld instead of having a buffer. On a side no

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GOT IT FINALLY! I had changed levelSourceType to FixedLevel0, but apparently that wasn't enough. I also had to set maxNumLevels from 3 to 1. So now the file looks like this: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffPhaseGateModuleSpawnerCaster" effectInfo effectAttachInfo attachType "Center" smallEffectName "" mediumEffectName "" large

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I figured I didn't need 3 separate abilities, at first I left the original Vasari ability in there. Like I said, it was mostly a copy-pasta job. I went and made separate abilities when it didn't work the first time around. Okay, here are the files you've requested. For now I'll just give you the Advent stuff. The planet module: http://pastebin.com/cS2skUFw Its ability: <a href="http://pastebin.com/rBU5hUS

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I just tried that, and it still didn't work. Should I instead change it to FixedLevel0? Really, I don't want any improvement research for the TEC and Advent stabilizer nodes. They get the basic nodes, and that's it. Edit: In case you meant something else: you said I didn't give them the research item. Are you talking about the research item that unlocks the structure? Here's one: http://pastebin.co

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My debug files are coming up blank. As in, there's nothing in them. That's a sign that I've got debug configured incorrectly, isn't it? I went into rebellion.user.setting and set LogOutput to TRUE. I even set ShowErrors to TRUE for good measure. But the debug files are coming up empty. Sorry if I'm coming off as a n00b at this. :(

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I like to make my own little tweaks for this game, and one of them is giving the Advent and the TEC their own phase stabilizer nodes (I can already hear your eye-rolling, but I figure it's too important of an edge for them not to try and duplicate/steal it). I got it to work previously in a Diplomacy mod that I made, but it's not working in Rebellion. I made my own entities for the research items and structures. Each faction has the research appear in their trees correct

16 Replies 108,068 Views