Note: built in Diplo 1.34 Here it is. For Diplo 1.34, Replace English str, Entity.manifest, the rest goes under Game Info. For Rebellion you'll have to add in your own entity and english string info. Starbase Minimod Have not tested it beyond making sure it actually played without minidumping. Starting with TEC and Advent bases moving about a 1/3 of what the Vasari is capable of. The ability dis
CoronalFire
[quote who="Lavo_2" reply="1473" id="3249819"] Quoting CoronalFire, reply 1472Quick question. Where can you alter the number and type of frigates at neutral wells at the start of a game? It's defined in the GalaxyScenarioDef file.[/quote] Sweet thanks man. I now have Stars randomly emitting CMEs that cause damage to nearby planets.
Actually I believe both ideas could work, either nerfing the Vasari SB in some form or boosting the Advent and TEC SBs. Nerf Vasari SB: Weapon upgrade rate / power / number of times. Further nerf to phase jumping. Upgrade Advent and TEC: Weapon Range. Movement, still slower than Vasari. Reducing the range of AoE's a
Quick question. Where can you alter the number and type of frigates at neutral wells at the start of a game?
[quote who="Ekko_Tek" reply="237" id="3247198"] I usually play Advent and have faced plenty of my fair share of good Vasari players using SBs. It is annoying and cheesy but can be countered - and yes, bombers work as long as you see the SB rush coming. Bombers expensive you say? SBs are really expensive too. 2 carriers for 6 bombers is roughly the same cost. Add your capital ship bombers and its more than enough to deal with a rush. My point was that I don't
That's true, at least a moving base gives a chance to herd them.
How would you find it?
I need a list of what the errors are. Can't find anything wrong with the string info. Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/String/StringLibrary.h(83) result == 1
My Changes has quite a different feel now from the original mod.
An idea I'm going to explore is having all Starbase mobile, and give the anti-module cruisers an ability which disable SB engines. That way you could relocate SBs without them being able to take out their counters. The orky with extra upgrades of course still counters the other two SBs, and the Ogrov and Starfish might be slighly useful again.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2380) (instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) Trying to find a minidump, and wondering if this error is what is causing it.
[quote who="Servantsaber" reply="5" id="3213963"]Alright, I think I have most of it sorted out, everything seems to be linked correctly, my counts HAVE to be correct. and now I'm only getting error, the original one, and only one prompt, i click skip and the game does a normal minidump and then exits. Text FileArchive missing Label. File: C:\Users\Serial Fox\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.031 Dev\fgbjnhf\Gam
[quote who="noing" reply="35" id="3213955"]Due to wanting to give you guys more awesomeness the mod will be released on the 31st instead of the 30th.[/quote] Which version? Patch B, or SGI conversion for Rebellion....?
Did you add your new file to the entity.manifest? Also, use Dev.exe to test your changes if you haven't been.
[quote who="SemazRalan" reply="15" id="3210785"]strictly f****** speaking for Rebellion is is levels 0, 1, 2, 3 now, but we shouldn't be pedantic and pointing out the obvious. Original Vasari research is affected by the number of levels researched. TEC and Advent, with fixed level 0, will just not get improvements that Vasari can, which is the point of why it's not a passive ability.[/quote] I'm using Diplomacy: The phase gate module uses a passive abil
[quote who="SemazRalan" reply="13" id="3210522"]Good Job. Coronal, you have to look at the ability/buffs to see what is affected at levels 2 and 3. [/quote] Um....what are you talking about? I know what you're saying, as you would know what I was saying if I said "The sky is blue Semaz...." uh yeah but what has that to do with anything.....and strictly speaking it's levels 0-2....
Have you tried using scroll lock?
Typo in one of the player entity files. Can Colonize / Is Psi / Is selectable are all boolean. But you'll want someone else's statement over mine. [e digicons];P[/e]
[quote who="Ryat" reply="2" id="3208572"]It depends on the type of damage they do. Orgovs, for example, will target structures (though it will be star bases) first while bombers prefer heavy cruisers and capital ships over star bases. To override this you simply have to do a little micro-managing. [/quote] He's talking about getting the AI to prioritize structures. For example ogrovs will target point defense over extractors.
[quote who="Volt_Cruelerz" reply="8" id="3203606"]Starbases shouldn't be standalones and should always have defenses with them. Anyone who is getting attacked by a fleet and has a Trans with Meteor that doesn't have Malice handy is a bit of an idiot.[/quote] oh boy more of that kind of arguing. But isn't that all the same as it currently is? We're talking about their changes here....I fail to see how adding a 4th armor and making the SB move changes things consid
[quote who="justgetmeonhere" reply="11" id="3208472"]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 ho
I'm not sure in regards to structures. Planet Module Role Type I believe.
[quote who="justgetmeonhere" reply="9" id="3208338"]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: maxNumLevels 1 levelSourceType "FixedLevel0" That just seems awfully fickle, no? [/quote] Good to hear! Indeed, Sins modding is very unforgiving of typos and the like. [e digicons]:annoyed:[/e] If you wa
You don't need 3 ability files. What each race needs is the entity module reference, and the research reference, placed under both the entity file and the player file. Each race needs their own phase stabilizer file, and with their own corresponding research file, but all three stabilizers can refer to the same ability, unless the ability is a research access/improvement type. According to Semaz, your Advent and TEC phase modules are referring to the Vasari research fi
[quote who="Lavo_2" reply="1345" id="3207851"]Is it possible to make a linked squad ability that only applies to a single type of squadron/fighter? I'm planning a passive hull regeneration ability, something that acts akin to shield recharge and isn't effected by the in-combat hull regen penalty, though for this faction only 1/4 of their fighter types has this shielding.[/quote] Nope. You could make a carrier have limited selection of SC choice though.