Been working on a mod for quite a bit and I have been toying around with this modifier a few times. Even though it is successfully applied to the planet it does simply nothing. The only reliable way to apply a resource income malus on a local planet seems to be the EarnResources modifier with negative parameters however that's an absolute value needed there.
Snowraven
You could emulate it. Make a particle effect which is supposed to last X seconds with a charge up like animation being part of it. Then create a sound effect reflecting that animation. Make the weapon having a decently long cooldown. Then add it all to the weapon slot it is meant for. Suffice to say it would probably be some sort of burst damage weapon with fairly low DPS overall. As an
Here's how I did it: Ability file: TXT entityType "Ability" buffInstantActionType "ApplyOrRemoveBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffFrigateSiegeMode" effectInfo effectAttachInfo attachType "Center" smallEffectName "Ability_FrigateSiegeMode" largeEffectName "Ability_FrigateSiegeMode" &nbs
I am using something like that for my mod for Siege Frigates at the moment - they enter Siege Mode with special cons such as immobility and antimatter drain and pros like bombing cooldown and can exit it again. I'll look at it when I get home from work but it's quite simple really. But for a quick look check out AbilityChargedMissiles.entity related to Vasari LRFs.
The AI needs only a few fixes. It needs to help its teammates more, not run away from anything it could even win i.e. from its own fortified(!) positions, do a bit more and logical research paths, upgrade starbases and caps properly. It shouldn't do useless things like building starbases right inside your fleet, scouting with carriers or zerging the same planet with the same fleet composition over and over and over again.
Like I've said before: It just restores shield. It doesn't call the ShieldMitigation modifier at all.
So did you change Missile Barrage graphics AND sound as well? Might as well make it sound like Stalin's organ i.e. like a Katyusha rocket launcher ?
According to the data it just restores X amount of shield. So the infocard is just wrong.
You need to add your tech into the PlayerTech.entity file into the proper section. It's PlayerPsi.entity and PlayerPhase.entity for the other races.
I'd like to read some update as well. I do not know what has happened since their announcement to release 1.03/1.17. On a related note: As a modder I find it slightly irritating that I can't use their tools because they are simply outdated. Everything has gone back to 3rd party files and trial&error methods. It's not really bad for me because I'm rather pragmatic and minimalistic in my approaches but for people doing being huge mod projects this is a hinderance as often so
Love Cannon [e digicons]
I think the anti-structure ships are actually well-balanced and I found my Vasari SB holding out against 12+ Ogrovs easily enough once I focussed fire on them.
So basically some sort of shield mitigation for planets? Well it would work out but it's hard enough to tweak it to satisfying levels. It may have two outcomes, either the player doesn't care and leaves a bunch of siege craft there or always comes with overwhelming force. I think regular techs are enough to protect your planet for a good amount of time, I see taking planets quickly is a reward and it shouldn't take as long as killing a big fleet backed up by a starbase. The planet is basicall
[quote who="JPHamel" reply="1" id="2156158"][...]. But being a rts, that is clearly not possible. [/quote] About 9 years ago there was a RTS game called Earth 2150 in which you only researched techs for modules, you had to use these modules for creating your units. But yeah, it wouldn't fit right into this game.
From all factions I like the TEC the least. In all strategy games I've always favoured military or research factions over economical ones. Some people like the idea of outproducing the enemy, of swarming and living with higher level of fragility. I don't :p I like playing Vasari, their sturdy ships with raw firepower, mobility and powerful crippling abilities or Advent with their very good capitals and fleet support, cultural warfare and ability to build up strong defenses even on sma
Most RTS games have campaigns with missions following the same model over and over again: - Defend objective X against Y (for Z minutes) - Search&Destroy - Raze The Enemy Base(s) - Do everything/anything above within X minutes. - Do everything/anything above. I think since a single Sins game already fulfils most of those objectives above there's no real need for a campaign unless you are missing some sort of narrated story. Yo
It happened to a friend and me playing over ICO as well, we fixed it by disabling Alloy in Host Setup.
Another thing I've noticed: Some planets have Plasma Storm "ability" which drains 5 antimatter per second effectively rendering colonization at least in early stages impossible, furthermore due to a gamebug the antimatter value can run into negative. I'd suggest either to do a percentual drain or take it out.
I played it with a friend today in a LAN. Besides the points made in regards of TEC, there's one bug I've noticed with Assailants once you researched Charged Missiles: They become immobile even if you disabled the ability. And I don't know what's up with Pirate bases, they seem to spam some ability (green skull flags all around) and it doesn't vanish once I capped it - or at least not immediately. Otherwise it's quite a fun mod to play.
As a long-term Star Trek fan I'm quite looking forward to it. The graphics especially that of the Cardassian ships are looking amazing so far. Keep up the good work! :CONGRAT: