Thanks so much Yarlen!!
jkmaster9918
Harpo, can you send me a link to your batch Convert_Data program?
Thanks guys
I know. I was just wondering if anyone would use it.
Would anyone besides me use a Visual Studio 2010 Extension for making mods?
After looking at the reference files for modding, I "think" (not really sure though) that it does splash damage around each enemy that it shoots at within the range of the ability that you see. I could be wrong though.
I actually figured out my problem. Thanks Goa. My main problem is that I was trying to model my ability off an ability that didn't really match what I wanted. But still, that still helped a lot. Thanks again :-)
Ok. I'll try that. The only reason that I was not using a filter or range is that I put the filter on the ability and I have always learned in programming to "DRY" (Don't repeat yourself), so I didn't want to copy the same filter and range to each of the buffs in the sequence that would use it in case I would change it at some point.
To answer Seleuceia's question: "IsInvisible" hides the model of the titan, but you can still see the team/faction icon above it. You can also see the icon for when you are zoomed out far enough to only see the picture of the titan with the team/faction color.
Goa, I think you misunderstood, though I did not fully specify what I meant. The error I'm getting is a failed assertion that is saying that the weaponType has to be "Beam". I would like it to be "Projectile." As of now I have it using ApplyBuffToTargetNoFilterNoRange. Is that not the right structure to use? Should I use ApplyBuffToTargetWithTravelNoFilterNoRange?
Or scouts with squads, that works too.
Whenever I load my mod in the Dev I get a failed assertion for weaponType == WeaponType.Beam in IBuff.cpp. Does this mean that I need to make all weapon ability buffs be beams?
I know at the start of the beta Windows 8 support was spotty at best. Is it supported well as of now with no additional problems than if you were playing the game on Win7?
Everyone it hostile until you send peace treaties. You can make everyone allies at the start by setting everyone as members of the same team, but then the AI will probably not break off the treaties, and you also have to wait 1 min 30 sec before attacking when either you or the other player go to war. Personally I would not suggest doing this because otherwise you will probably not learn very well how to play, and the game might not let you. I know that when allied victory i
[quote who="Scyley" reply="1" id="3175848"].... Just drive your titan through it without the rest of your fleet.....[/quote] There is a point where the mine field is too big. I sent my titan to clear a minefield of at least 70-90+ homing mines and it got crushed. Though, it was at 70-80% hull and 50% shields... I do agree it wasnt the best plan, but it did prove that there is a limit to how much a titan can clear a minefield.
Well, we could test this by modding the ability and the buffs to see what would happen.
That picture is great!
Good point Timmaigh. But then why would they have that entityBoolModifier anyway? I don't think its used for anything else. Also Pbhead, what would it be a misspelling for?
The titan is supposed to turn invisible! If you look in the entity files for the ability the buff BuffUnyieldingWillSelf activates BuffUnyieldingWillRecourse when it is about to die, which then after a delay time of 3.000 activates BuffUnyieldingWillInvis, which then applies the entityBoolModifier IsInvisible, turning the ship invisible. So there you have it, the Eradica Titan is apparently supposed to turn invisible. It actually isn't a bug.
To Skippster I can still use Galaxy Forge on XP.
In theory, couldnt you mod the game to make the max count of superweapons 0, effectively turning begin the requested off switch?
How can I change which researches show up on the race selection screen in Rebellion, or do I have to modify the entity files and string entries for the currently shown researches, ships, etc.?
Woops, my mistake. I was wondering where the planet stuff was...
Actually Volt_Cruelerz, it might be possible to make Stripped to the Core triggerable as an attack. The current Strip to the Core ability uses the BuffStrippedToTheCoreSelf.entity file, but there is also a BuffStrippedToTheCoreTarget.entity file. I just started modding, so I'm not sure how to hook everything up to make it usable, but theoretically it should allow you to make Strip to the Core a weapon.
I think the problem is that the distance from the capital is determined by phase lanes, not by jumping through wormholes. Because the planet that has the problem is between 2 wormholes that have no connection to anything else, the distance to the capital is not calculable, so -1 is just put in its place. I could be wrong though.