[quote who="ZombiesRus5" reply="2690" id="3609764"] Quoting Cylon_Luvr, reply 2689 So I'm guessing there wont be an updated version before Christmas? [e digicons]:blush:[/e] I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be m
Mord_Sith84
[quote who="Cylon_Luvr" reply="2691" id="3609821"] Quoting ZombiesRus5, reply 2690 Quoting Cylon_Luvr, reply 2689 So I&#
[quote who="ZombiesRus5" reply="2687" id="3606706"] Quoting Mord_Sith84, reply 2685 Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? It's actually 15k triangles which is
Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? I've emailed it to you. Also, I would like to change the description for the artifact that I created (Nimbus Artifact). Please change the description to: StringInfo ID "IDS_ARTIFACT_ALIEN_SHIELD_NAME" Value "Nanofield Artifact" Stri
[quote who="Mord_Sith84" reply="2652" id="3597046"] Hey Z. I've modded the Cylon starbase (not the main one, the one that is in the "Moon" addons mod). I've emailed it to you for inclusion in the game. I've added a few unique abilities to it... All files should be added to the "Moon" addon. [/quote] Sorry Z, forgot to give you the Strings for the Cylon moon base: StringInfo ID "IDS_RESEA
Hey Z. I've modded the Cylon starbase (not the main one, the one that is in the "Moon" addons mod). I've emailed it to you for inclusion in the game. I've added a few unique abilities to it... All files should be added to the "Moon" addon.
Z, the game keeps crashing out if you try to scuttle a capital ship that has the artifacts attached to it. I assume this would also be the case it if was destroyed in combat. I'll email you the crash file.
[quote who="Mord_Sith84" reply="2644" id="3594774"] I have also added the effect for my Nimbus Artifact back in again (which I had originally included). [/quote] Did you put this back in though? Completely understand with the whole autocast thing. Thanks for explaining.
[quote who="Mord_Sith84" reply="2638" id="3594590"] I have also included a new entity file for the shield artifact. In my opinion, the ability should not be able to autocast. Sometimes, when you acquire the artifact and it is next to a capital ship, it will automatically attach rather than allowing you to select your preferred ship. [/quote] Actually, all of the alien abilities should not be able to automatically autocast, so that you can choose which ship gets t
Also, there is a typo that needs to be fixed up. "Shield" is spelt wrong, and so is "regeneration". See below: StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME" Value "Attach Shield" StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_DESCRIPTION" Value "Attaches the artifact to nearby Capital Ships and Titans granting increased sheidl strength and <stro
[quote who="ZombiesRus5" reply="2637" id="3594528"] Patch will be up at 5pm (Central) It includes the new Artifact's too. Note: I updated the main download to 1.82.37.1, but you will NOT need to download that if you previously downloaded 1.82.37.0. You will only need to apply the much smaller patch if you have 1.82.37.0 [e digicons]:cylon:[/e] <a title="Download Sins of the Fallen: Reb 1.82.37.1 (Patch) - Mod DB" href="
Thanks heaps NewHorizons and GoaFan77.... It's working now.
I'll also start working on unique abilities for the old school basestars (guardian and hades)
[quote who="ZombiesRus5" reply="2634" id="3592634"] I'm cool with using it... Was just curious how the lore was described so I could add it in fully. Any other artifacty changes you make I'm open to as well. Here's some draft Artifacts I've also added as well as bumping their spawn percents some both for testing and playthrough. Containment Artifact - Attaching this artifact improves antimatter usage on abilities Phase Shift Art
[quote who="ZombiesRus5" reply="2632" id="3592370"] BuffArtifactNimbusAttachPreTarget.entity showed it was in BIN but for some reason I couldn't convert it to TXT so the file seems corrupted somehow. I've manually fixed the file based off the shield artifact pre target buff. Going to see if that runs ok. I've looked over your Nimbus ability some... What is the main idea/lore behind it? [/quote] Trying to create more "uniqueness" to the alien artifacts
[quote who="harpo99999" reply="9" id="3592259"] just one other bit of info, starbases can only have FOUR active abilities and one passive ability due to the limited buttons in the interface(hardcoded) harpo, the GhOSt NON-subscriber [/quote] Thanks Harpo. I'll check this out...
[quote who="NewHorizons" reply="8" id="3592201"] Ability file: TXT entityType "Ability" buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "AlwaysPerform" spawnShipsLevelCount 1 ... clipped ... nameStringID "" descStringID "" ... clipped ... A nameStringID & descStringID may be useful. Which of the following abilit
[quote who="Mord_Sith84" reply="2630" id="3590853"] Quoting ZombiesRus5, reply 2627 It could just be a small typo. If you zip it up and email it to me I can validate it against my Sins Validation Eclipse tool I wrote. Awesome, thanks. I'll zip it up and email it to you... [/quot
[quote who="GoaFan77" reply="6" id="3592058"] Can you post the Starbase entity file? I don't see anything immediately wrong with the ablility either (though I like to always give a max fleet size of +1 more than the min, but that might just me being paranoid). I have several abilities that spawn frigates from Starbases, though mine are probably more complicated than you need. It's been a while since I've spawned ships directly from the ability file lol. [/quot
[quote who="psychoak" reply="4" id="3591995"] I'm going to ask a really dumb question, but I expect it is actually the problem. The two files you pasted look perfect. [e digicons]:)[/e] Did you add the ability to the starbase file? [/quote] I sure did.... Mustn't be perfect because its not working!!
Oops sorry, the goal is to actually spawn frigates, not Cap Ships. For some reason, ZombiesRus5 called his Alien frigates Cap Ships rather than frigates.... I'm not fussed on whether its a spawn/summon, or to build specific frigates. The reason I've opted for spawning is because I would like to limit the starbase to summoning only 2 types of frigates, and not be able to build all of them. NewHorizons - I've made sure that its "AbilityALevel" in both the
I have a frustrating situation where I'm trying to create an ability where a Starbase can spawn ships. This is what I've done, but once the starbase upgrade is researched from the starbase, it's not displaying the ability? Ability file: TXT entityType "Ability" buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "AlwaysPerform" spawnShipsLevelCount 1 spawnShips minFleetPoints 90.000000 maxFleetPoints
[quote who="ZombiesRus5" reply="2627" id="3590676"] It could just be a small typo. If you zip it up and email it to me I can validate it against my Sins Validation Eclipse tool I wrote. [/quote] Awesome, thanks. I'll zip it up and email it to you...
Z - I've tried to duplicate one of your abilities... AbilityArtifactShieldAttach I'm trying to recreate the ability, with different entity modifiers, which creates the same effect from the alien battleship. However, when I try to "copy" the ability (and add it to the entity manifest, including all buffs, in the core folder), the game always crashes in the load up window. Any ideas as to why it is doing this?
Update on the Guardian basestar model: