Haha, you know... I'm in the process of working on a mod that changes the pirates in many ways, including giving them the TR titan. I was thinking of releasing it publicly, then leaving an open ended invitation for anyone that wanted to do new meshes/textures (as I can't model or color for beans). Course, in mine, it'll be more than the titan that needs it.... [e digicons]*_*[/e]
furyofthestars
Ahh! Yes... yeah, my starbase has the AbilityPirateStarBaseRespawn, which then throws the BuffPirateStarBaseRespawnPlanet at the planet to respawn the starbase. But to note, my buff is structured identically to yours. But spawning in a constructor wasn't doing anything... it wouldn't build. The first link I have up there shows how my constructor was configured. Eh, when I get home I'll figure out what nonsense I did wrong from your files. I&
Then I must have missed something somewhere. I know I added the starbase to the PlayerPirate.entity file... but it's entirely possible I forgot to rename it (added it as StarBaseTech until after I had finished my tweaks and actually renamed the entity file itself... possible I forgot to update the Player file). Cause otherwise, what you see in that file I pastebined, causes a MD when the delay time runs out. Hmm... the ability of yours that creates that buff... what do
Thanks for the reply, Goa. Unfortunately, I already tried that at "OnDelay" in the buff version (see last pastebin link). Obviously I've tried reduced times from that so I wouldn't be sitting around forever waiting... lol But I'll take a look at your mod, next. Aside from going to bed right now, I just got through d/l'ing Sins of a Galactic Empire and have looked through its files for how to limit the number that spawn (using their "tit
So, long story short, I've given Pirates a starbase in a mod I'm working on, but want it so when it's destroyed (after a delay) a new one will spawn in (seems the Pirates won't construct another on their own). I've already got an ability setup that I'm fairly sure will work (haven't actually fully tested it, yet) that when the starbase is about to die, it should throw a buff to the planet (assuming the planet hasn't already been lost). After a tim
Did the dev mode give you a message before it dumped you out?
*EDIT* Man, my reading comprehension at times sucks. Just deleted some from this post that made no sense cause I misread another post. Everything below is still from my original post and applies. Another thought would be to look at the "homeworld" upgrade in the planet entity files (the one that designates your capital) as it has a couple of values in it that cause a +x value increase to resource and taxes, regardless of the existence of population or extractors. I&#
It really is a shame the way they coded this game. There are so many possibilities that are locked out to us because they decided that they were going to hard-code buffs used in research as only being for research, etc. It's really baffling to have one file have to use "WeaponDamageAdjustment" while another uses "DamageAsDamageDealer" just to have the same affect... not to mention all the things we can't use elsewhere.
Some troubleshooting thoughts (I can't say that I've observed this and as I am at work, am unable to test): Try it with ALL mods disabled (if any were enabled) Completely dump the game from your PC and then reload it from Steam. Note: I'm not talking about file verification from Steam. I mean uninstall/delete all files associated with the game, including everything in the "Documents/My Games" area and any straggler files after uninstall in the
Yeah, that message is just it telling you (basically) it's overwriting your settings files. I'd say unless you're actively modding, stick to the normal exe under normal conditions. There may be no harm in using the dev.exe, but I (personally) feel that for normal game-play the normal exe is fine. In the end, I don't think there's any difference between the two, though, other than the dev.exe has a command console you can access to modify the game a litt
https://forums.sinsofasolarempire.com/410160 Guide to using dev.exe... by Goa no less. :) I read up on it a few days ago to better test my own modding. Basically, run it once (should be in the same directory as your game), then make a copy of the mod and paste it to the second mods folder that was created with "dev" annotated on it. Example, mine (for Rebellion) says "Mods-Rebellion v1.82 Dev" If
Cursix, is the Starbase you're moving in the grav-well with another one or is it by itself?
Oh no, sorry, I'm not implying there's a difference between the standard and dev versions... I'm thinking there's a difference between what they have on their PCs and what's on yours. Whether it's a bad/corrupt file or otherwise, I don't know. But this will help narrow down (hopefully) where the difference is.
For those of you who are experiencing the problem... try running it in the dev.exe? See if it throws out anything meaningful to you just before it dumps. I realize it runs fine on Goa's, but the fact it isn't on yours means there's a difference between your installs/setups and Goa's. It'll help narrow things down.
So... lol More testing done. They are researching. Gepard67, I do not know why, but the dev.exe does not keep track of their credits spent on research, but if you watch their "live" cash flow, you'll see it drop each time a pirate raid spawns and then their stats will adjust, depending on what research they did. Further, I have been able to test (more so for my own peace of mind) that what bonuses they're getting for the researches are not hard coded somewh
WJC, he's referring back to while it was in BETA. https://forums.sinsofasolarempire.com/450865/page/1/#3467421
In my observations of the AI attacking, it seems as though it goes after the tactical structures first, after which it'll handle shipyards (if present), then waxes the constructor frigates, and then moves on to the remaining logistical structures. Assuming, of course, no enemy frigates/caps/etc or trade/refinery ships are present. I think, also, after handling all the tactical structures, it also takes into account (in part) distance to target. I've seen fleets div
I think you need to change the owner for the planetItems to be the one that says RandomMilitia, not the planet's owner. If you're wanting the planet to also be colonized... it's been a while since I've done that, but I think in addition to setting the planet's owner to RandomMilitia, you'll also need to set the planetItems' colonizeChance to something grater than 0 (1 for guarantee).
More testing done. I can confirm Ryat's observations in that the pirate ships do increase in health/weapon damage etc over time as if they are conducting their default researches. However, modifying the pirate researches to add in additional affects still seems to not work....
Yarlen, Regardless of any other considerations, etc... thank you for getting this released.
Out of curiosity, what is referenced by "the feed button"? Sorry, don't know things by many of the same names as the rest of you. Regardless, though, if the "fix" referenced here was what I understand from the previous thread as merely changing the values when clicked... that is a simple fix, regardless if it's in the engine or not.
Well, I've certainly done more testing, going so far as to drop my research down to tier 0 (similar to the artifact "researches") and even added combat labs to the pirate bases... they still didn't research it. If I have time tomorrow, I'll do more testing to see if they even research their own....
Thanks for the additional input. I have since noticed that my value I set for the ExperienceConstantGainRate wasn't as high as it was supposed to be (1 vs 100 ). Should've made it so they were level 2s before they even left their own grav well. But I had observed one raid that went out against an AI player that then returned some time later (assuming "successful" raid) and the solo Cap ship that was apart of that group was still a level 1. Either wa
Thanks for the additional input, Lavo. Would you happen to know off hand if the Pirates are hard-coded on what researches they do, or if new researches added in will work? I suppose for now it's kind of a moot point... I altered some of their existing researches to include my changes, but it's a lot more difficult to tell if that is working right like that....
[quote who="Gepard67" reply="4" id="3467169"]The research for pirates doesn' t work. It doesn't work for any NPC only player. You can see this with dev.exe. Pirates are getting enough resources to make their research but never use or spend it for research. I posted it to devs and hope that they will correct it with next patch. [/quote] *sigh* Thanks. Yeah, I hope they get that fixed, too. Little silly to add researches for something then never actually have i