[/quote][quote who="Maxloef" reply="462" id="3600603"] And if at all possible a fix with the shaders in regards to the depth buffer of Non-addative particles (they always go "infront" of non addative particles) [/quote] Not sure what you mean here.
Blair Fraser
[quote who="Unikraken" reply="461" id="3600602"] My apologize if this is outside the scope of the current batch of changes, but the AI stops building ships while she is building a titan. This is a pretty major issue for us, since ships die quite fast in the Halo universe. The AI will often run out of steam. It would seem to be a bug, since that seems like very odd intended behavior. [/quote] Does this happen in an unmodded game? If it does, send a save game of it happening t
PlanetBombingAbsorption now shows up in tooltips. What's an example from your mod where a negative bonus not showing up? Show me the exact implementation you used.
Ok, you can now choose from up to 9 titans.
Alright, I'll take a look at most of this to at least see how much work it would be. I doubt any will make the upcoming v1.83 update but perhaps the shortly following v1.84.
Yeah, I'll probably focus on all those other requests before going back to triggers.
I'll see what's required. Did you catch the other changes I made as listed here: https://forums.sinsofasolarempire.com/426813/page/19/#3600271 ?
I dug into it further and a number of them are not wired up properly. It just so happens that the one I gave an example of was done correctly. I will see if I can fix them.
I just added a new buffInstanceActionType "GiveExperience". Example of use shown below: buffInstantActionType "GiveExperience" instantActionTriggerType "AlwaysPerform" experienceToGive 3000
I've now implemented: "Let us define the fleet supply and capital crew requirements in useCostType "ResourcesAndMustHaveCapitalCrew". This ability useCostType is currently hard coded to require 50 fleet supply and 1 command point. This is obviously fine for spawning vanilla capitalships, however, some of us modders have capitalships that use different amounts of fleet supply. In addition, some of us actually use abilities to spawn titans (which need two command points), s
Those are valid event/action types however the code doesn't need parameters for them (which is what I was outlining above). I've edited my original post to show how it breaks down.
Ok, I did some quick research on triggers. Check out https://forums.sinsofasolarempire.com/473060/page/1/
As requested here are some trigger implementation details. They will need to be typed directly into the map file as the GalaxyForge GUI is not wired correctly. Example: triggerCount 1 trigger event type "ON_PLAYER_DEFEATED" playerName "NewPlayer0" conditionCount 0 actionCount 1 action type "MESSAGE_ALL_PLAYERS_X" message "Too bad so sad" Events: ON_GAME_START, ON_PLAYER_DEFEATED, ON_RESEARCH_X_F
Oh and yes, the triggers were coded by Stardock. I was involved in almost everything else done for Rebellion (mostly design but some coding as well) so it is relatively easier for me to adjust or make changes for everything but triggers. They will take more time as I will have to educate myself on how they work (from a code perspective).
Hi Goa, I've already submitted the build for testing. The new build will be 1.83 but I suspect I will be doing a 1.84 and I'll add your list to my own - they don't seem that difficult on first glance.
You can now use an ability/buff combo to cause a planet to be stripped to the core (destroyed).
I want to fix it but I can't seem to recreate it :( I'll keep at it!
[quote who="Lavo_2" reply="449" id="3597969"]I request that ApplyBuffToTargetsAtAdjacentOrbitBodies be applicable to adjacent bodies regardless of if they are discovered/scouted or not. If this is done, it would allow for neat buff chains, such as galaxy-wide random events and abilities. Also, is the research modifier ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls fixable? Currently it applies whenever any player colonized planet falls, rather than an owned planet.[/quote] Both of these
You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ?
Haha, yeah I've fixed it (hence the bump).
I fixed all the broken links, sorry about that!
How recently was either node built? Was either node completed being built after the order was issued? Was either built while the ship was in that same gravity well?
Morale was discussed many times in the design of the original Sins of a Solar Empire. We decided not to include it because we felt it was more important for the player to have full control of his units. We also didn't like that representing the mechanics is very difficult and fuzzy. I've played every Total War game except Rome 2 and in all cases I felt it frustrating. However, I tolerate it there because it was such a part of historical battles. In the science fiction world of Sins I