AKenny47

AKenny47

Joined Member # 5649333
1 Posts 59 Replies 258 Reputation

[quote who="GoaFan77" reply="489" id="3651920"] you're not taking into account the extra health boost that the MC80's credibility ability grants [/quote]Completely forgot. It would be nice if the credibility ability granted its health bonus instantly, but that is a engine limitation, it seems.

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Something I just noticed is that the MC80 cruiser's deploy gunship ability spawn the X-4 gunships at what appears to be their base health, and doesn't take into account the factions' hull and armour upgrades. So you see gunships deploying with health bars only half full. Is this an engine limitation?

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Oh, I think I found another major problem in a different part of the Rebel Scum ability. In the "Buff_ING_RebelScumTarget" file, the part that creates the AOE buff points to itself for the AOE effect, instead of the "Buff_ING_RebelScumEffect" file.

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The constraint in the "Buff_ING_RebelScumTarget" file is "HasAntiMatterPool", whereas in the parent "Ability_ING_RebelScum" file, the constraint is the appropriate "HasWeapons" value. Considering the nature of the ability, I'm guessing you don't mean for there to be different constraints?

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[quote who="Allquixotic" reply="471" id="3641907"] Please let me know if this is coming soon or if it's even worth trying to make it work myself [/quote]If, like me, you only have a modest amount of modding experience in this game, it would probably be best to sit this one out and wait for the public release. It won't take much longer with this mod, because a functioning 1.85 update is ready. If you want to play the mod literally right now, I'm sur

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[quote who="Lavo_2" reply="2590" id="3641924"] There are tools to do this easily however. [/quote]What would you recommend?

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"HorridWar", "CyborgAnalysis", and all of the Ion Barrage abilities could do with having the "NotInvulnerable" constraint added to them. There might be one or two more abilities that ought to have the constraint added, but I think all of the main culprits have now been caught...

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[quote who="GoaFan77" reply="455" id="3638547"] so I should be able to make it so you can only put one level into it. [/quote]Oh, well that's that sorted then. [quote who="GoaFan77" reply="455" id="3638547"] Yes. Just like the Corellian Corvette, [/quote]Oh yeah, I forgot there was already a ship sort of straddling those two classes. I was going to make a point about changing its name to avoid confusion, but ship class and role identification in sins is a

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The thing is is that, as a titan ability D(?), it seems as though it is hardcoded that one can put 2 points into the ability no matter what you set its max levels at. Therefore, limiting the level to one means that no improvement to the speed or hyperspace charge-up (despite being present in the entity file) will show up for the person looking to spend the second point on the ability. I think that will just lead to confusion as to what the benefits of giving it a second point will be; as of r

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[quote who="GoaFan77" reply="450" id="3637928"] Really there's not an easy test for what to look for; [/quote]Fair enough, I'll let you know of any others I find. What originally drew my attention to it was seeing a venator disengage a target that was far away in favour of using its beam on a neutral metal extractor lol. Hopefully the other abilities that need the constraint will make it as obvious and easy for me to spot as that one.

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Something I just noticed is that a lot of abilities fire even when they will not have any effect, such as when the target is invulnerable. Examples of the more obvious abilities to me that should have the "NotInvulnerable" constraint added are the Venator Beam, the ISD I Tractor Beam, Thrawn's Prediction ability, and Vader's Force Choke. I'm sure there's a few more, but I'm guessing you'll go through them all at some stage and make whatever adjustments yo

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I just realised that in both Interregnum and E4X, if you capture a ship that was marked as a temporary ship for the other faction, the ship will still 'leave' your service even under its new ownership. That doesn't really make sense imo. Similar to how you designed the derelict katana fleet dreadnaughts to apply their buffs, I think you should add an extra layer to the "Ability_E4X_TemporarayShip" buff, in which the new buff applies the "Buff_E4X_TemporaryShipDeath" as an

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[quote who="GoaFan77" reply="444" id="3632299"] Most of the time heroes should be identical at the same level, I.e. no ability choice as in E4X. [/quote]Then you need to look at Kre'fey as well for the next update. I think he has 12 or maybe 13 possible upgrades. Considering the nature of his 'ultimate' ability, I just set his ability tiers up as 3,3,3,1

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Really important issue here - crucial, in fact. Mod might die if you don't change it. The rayshield surge ability on the providence is set to autocast " OnlyInCombat" rather than " OnlyWhenTakingDamage", so essentially the shield will activate - often needlessly - upon the ship opening fire, when it should really only activate when taking hits. More noticeable on this ship, because it tends to run out of antimatter through

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Well, unless I have horribly misunderstood how the heroes work...isn't Kre'fey supposed to function like the other heroes in E4X and Interregnum? As in, he should have a fixed upgrade path with all available abilities maxed out at level 10? As it stands that's not possible, because he has 11 upgrades (4,3,3,1), and when you set his upgrade points to auto-assign as the AI does (and probably the player too in the case of other E4X/INT Heroes), he will never get a point assig

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Hmm. I just noticed that Traest Kre'fey has another ability that I had completely missed because it never seems to get unlocked. It's the "ExpertRaider" ability - that is supposed to give an immunity to jump interference. I'm guessing this isn't intentional? Reducing his first ability, which has 4 levels, to 3, and assigning the ExpertRaider ability to unlock at like level 7 or 9 seems to work fine. Also, I was thinking that you should probably

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Nice screenshot. I'm here to annoy you again with general modding help. I've added an ultimate ability to your vasari scientist guy in E4X - a simple AOE offensive ability that only requires the ability and its buff file to work - and my game crashes on startup. Dev tells me "Entity Ref not found: Ability_E4X_Dissemination" --What specifically is that referring to? I have the new ability and the buff included in the E4X entity manifest, and no errors sho

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Along with adding "DisableAngularEngines" to the "Buff_ING_DerelictShipTemp" (without it, the dreadnaughts 'track' ships near them), you should add the instantAction "InitializeRandomMotion", and set appropriate values to make them float about a bit. As it is, they don't look like derelict ships to me.

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Thanks for the explanation, it makes sense now. Of course, if I had thought of it I could have come to that conclusion myself based on one of your descriptions in the E4X mod on the (I think) rebel Advent titan regen upgrade... [quote who="GoaFan77" reply="432" id="3628212"] I'm not really sure why it doesn't just looking at the code [/quote] [quote who="GoaFan77" reply="432" id="3628212"] just looking at the code [/quote] [quote who="GoaFan

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[quote who="GoaFan77" reply="430" id="3628063"] I changed it to stack once but buff it to 20%. [/quote]That would probably be for the best since it doesn't seem as if you can even get the ai to autocast on the planet more than once anyway...

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[quote who="GoaFan77" reply="427" id="3627920"] Honestly I'm not sure if I meant for it to stack... [/quote]I would have assumed that you did intend it to stack. Aside from the obvious stacking buff of 10, the 16.333... buff is a bit of an odd value to choose for a single buff isn't it?

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