Hi Wintercross, Could you explain how you created a starbase as flagship? A while back I tried it but while the game accepted frigates, capitals and titans as flagship it crashed when I tried to set a starbase as flagship.
Madriel
Here is the buff i used. The ability simply applies the buff to self, but psychoak is right it wont bring your ships to your starbase. This ability is intended to bring damaged ships fast out of the system before they die. I also used this for a map from stars where all planets are connected with each other. entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExc
A while ago i created an emergencyjump ability. It is based on the explore ability. So if i used the ability the ship got a bonus to hyperspace charge up rate, hyperspace exit radius and turn rate. The ship jumped to a random connected planet. I think it would be possible to make the ability autocast if the ship is damaged for a certain amount, but i never really tested out what would be possible.
Works now with triggertype "OnDelay" and delaytime zero.
Hi, while i tried some modding again i run in some issues and would be glad if you can answer some questions. I tried to apply a buff with "ApplyBuffToSelfWithFilter" but the buff is not applied. Basicly it is just a copy-paste from a working exisiting ability. numInstantActions 1 instantAction buffInstantActionType "ApplyBuffToSelfWithFilter" instantActionTriggerType "AlwaysPerfor
You also have to reduce the researchcount in the player entitys by one if you delete the hyperspeedresearch-line. Also it sounds like your mod is not found, indicated by a zero checksum. Make sure you put your modded files in same foders they are usally in. For your case it should look simliar to this C:\Dokuments\My Games\Ironclad Games\Sins of a Solar Empire\Mods\ModName\GameInfo Place your modded files in the GameInfo folder, if they are just
Thanks for the replies. I have another question. Is there some workaround to emulate a "HasBuff" finish condition for buffs? If i use the "ResearchNotMet" finish condition in buffs that are applied to enemy targets, does it check if i have researched the tech or does it check if the enemy has researched the tech?
Hi, needed some modding training and tried it. http://1drv.ms/1OsYZ9r not sure if you can download it from onedrive, give it a try. It basicly chanchges the starbase phasegate upgrade to create an additional phasegate at a targeted planet so the starbase can jump to that planet.
Hi, I am currently experimenting with buffchains. Is there a limit hwo complicated a buffchain can be except my imagination? I read there is a limit for the maximal number of actions a single buff can do, does this limit still exist?
Since this has turned in some kind of wishlist, would it be possible to improve abilitys for squads/figthers? Like "ApplyBuffToTarget" or "ApplyBuffToSelf" so the squad can start a unique attack or improve itself for a period of time. Something like that would be awesome.
Hi, I am trying to get an Starbase work as an refinery. I tried to base it on the TEC tradeport upgrade and just change the cargotype of the linked cargoship to RefineryResources, but everytime i built this upgrade the game crashs. Does the game expect the cargotype TradeCredits if the starbase has tradeincome? Is there some other way to spawn refineryships from the starbase with or without upgrade? Maybe build them just as frigates in shipfactory or as a figth