Hello again. Another request here. To be specific, a turret spawning ability. This is basically it, and I was wondering if it would work, and if not, how I could make it work: TXT entityType "Ability" buffInstantActionType "CreateFrigate" instantActionTriggerType "AlwaysPerform" frigateType "PLANETMODULE_TECHORBITALGAUSSDEFENSE" numFrigates Level:0 1.000000 matchOwnerDamageState FALSE impulse 350000.000000 - Not sure
JA_394
Make the rest of the ships and structures placeable.
I've got an idea: What if you gave the specified ability to the faction specific construction ships? Those are always there and when you conquer a planet, one immiedietly shows up. If you want, as soon as the reference files for 1.2 are released, I'll look into it. Let me know.
I think it was a reference to a sound that plays in-game when a quest ends.
It's not that I don't want to do it myself, it's just that all I'm capable of doing is editing the entity files. Apart from that, I'm useless. I looked at the tutorial on how to go about converting files shortly after I posted, and... Well, let's just say I'm not going to be any good at what I do anytime soon if I can't even figure out how to convert files. But at least I'm being honest about it. Young people these days. Some of em' think they're invincible and outside the rules. But any
Great! Now all I have to do is wait for the referance files to be released. That, or somehow convert the entity files to the new format. How would I go about doing that? If it's possible?
I did what you said and downloaded it from Impulse. It worked! You guys work fast...
Ok, but what am I supposed to do?
I think the title says it all. I have absolutely no idea what is wrong. My game has just been reinstalled, registered, I have redownloaded Impulse, and I am literally starting from scratch. But here's the catch: When I first bought Trinity about a month back, Impulse worked perfectly. Now, when I try to download the patch it gets to about 68-70% and a message similiar to the following flashes up on my screen: "Download is smaller than expected". I am absolutely stumped. Do any of yo
So, I can turn on the Pirates without being spammed with bounty for no good reason? Assuming I can get the blasted patch to download.
Just reinstalled. Same message. What's going on? EDIT: The exact error happens when the download gets to about 68.7 percent and then the message flashes up on the bottom of the screen. Like I asked, what's going on?
Hey, is the message "File is smaller than expected" supposed to flash up on my screen when I download the patch? I'm guessing no, because it still says update avaible. Should I just reinstall? Man, I really do have problems, don't I?
Thanks and thanks. Redownloaded Impulse and now it works. Now to get the patch and start modding! (Again...)
Does the AI build Capital Ship Factories once their first is destroyed? Are the entity files modifiable in their current state? I will not get the patch until I know for sure. That, and I have an issue with Impulse. Maybe I just need to re-download it. I'd appreciate a quick response.
By the way, either of you know how to make the AI build a Capital Ship factory? Once I capture their home planet, the flow of enemy Capital Ships stops, and upon examination, they have no factories, even after conquering new planets they still don't build one. Any help? I like facing level 10 Capital ships...
The ability works perfectly. Thanks for everything. If there's anything else, I'll post.
Sorry about all the questions, by the way, like I said, I'm still new, but I'm eager to learn. Anyway, I noticed the isChanneling FALSE in the buff, and in game as the Advent, on one of their utility ships, in the ability description, I noticed the phrase: "Note: This is a channeling ability." I think the ability was Shield Projection, or something like it. I was curious as to what "Channeling" an ability does. I'm also curious about Ultimate Abilities, like Domination and Missil
I'm not using any mods, and this is what the two files look like: AbilityScout.entity TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetNoRange" instantActionTriggerType "AlwaysPerform" buffType "BuffScoutPlanet" targetFilter numOwnerships 3 ownership "Enemy" ownership "NoOwner" ownership "Friendly" numObjects 1 object "Planet" numSpaces 1 space "Normal"
Well, I don't care what it looks like as long as it works. Just wondering it looked like that when you saw it. Secondly. As for the version of the game, I am using Trinity 1.011.
Wait, I spoke too soon. Can you tell me what the stacking process is? Because apparently that was the problem. PS: It seems to work. It's supposed to be labeled as Clairvoyance in-game right?
It minidumped on me, too. Not sure what I did. I added the entities to the manifest. Does wordpad foul it up?
Man, I am so jealous right now. I can not thank you enough for that. I'll test it out now and see if it works.
Yes I do.
Come on, guys I'd really like an answer for this.
I don't think you understand. I do not want to continue to use Clairvoyance. I have a map with what seems like an infinite number of planets on it. I have modified Clairvoyance and the frigate does not use it automatically. I do not have the time to hand pick the planets I want to see. There are at least 100 planets in this system. I have my capital ships configured exactly the way I want them, so I don't want to waste one of their abilities on Clairvoyance. I am asking for an alternate way t