ShadowMastiff2468

ShadowMastiff2468

Joined Member # 3304094
3 Posts 202 Replies 22,764 Reputation

Well for now what do I have! I have the new string file + entity file = race now appears as selectable Damn research I also have to devellop!!! adds +1 week to schedule to complete..[e digicons]:grin:[/e] A love a challenge! (just not too much at a time ;) ) Thanks! Justin S.

6 Replies 1,963 Views

Thats the conclusion I came up to also..but he would never let me build the ship since each time I would hover over the vessel...I would get more than 2000 (litteraly...it would go on indefinitely) messages telling me Entity Ref not found: AbilityDeployCombatTurret.. Weither thats develloper.exe screw ups (what it appears to be), the problem has been taken care off and I'm off to finally make the mod independant (still miss half the ships but the core vessels are in)! Reason I

41 Replies 35,058 Views

Spamming Cap ships...is fun...but like you say overpowered! My factory ships construct low-level frigates to simulate the 'on the fly' creation..nevertheless, I'm definitely taking this mod down with me and giving it a test run! TEAL FTW!!! Justin S. Mess with the best, Die like the rest[e digicons]:D[/e]

6 Replies 2,703 Views

It's ok Teal, I've decided to use another trick of simply rewritting the data over an exisiting ability (thanks Kiedjor! A LOT). So I lost 3 Sins Abilities in order to make the vessel 100% operational (YOUPI)... Abilities my race won't use anyhow so I'm cool with that :)! From there, the new post about creating a new race...so that I can stop using Vasari files and finally make the Nephils an independant race (since they now have the basic elements to be 'surviveable' in a gam

41 Replies 35,058 Views

Damn...that 'thing' has been on longer than me! HOW CAN IT BE....I've been outmatched!!! NOOOOOOOOOOOOOOooooooooooooooooo *goes off in the distance and shoots himself for having failed at everything in life*[e digicons]:D[/e] LOL J/K

115 Replies 96,257 Views

Hello all, Well I think I've done enough to think about starting to separate my race from it's Phase Incubators [e digicons]:D[/e] . Thus I would need just a list of which files I should upgrade first,etc...in order to finally separate and show the world the start of the Nephil Apocalyptic Debandade. Should I start with String file, create a new player.entity...something like that! Cus I try looking around, but the develloper tools have nothing regarding adding

6 Replies 1,963 Views

Well I'll let you know that it was an epic fail for me :(! Tried you're method still same issue! I don't know if it changes anything that I'm using PhaseScout Capship instead of frigate scout but this is beyond me! Thanks everyone for your help! Guess I'm not count out to make that work correctly! Too bad managed to get all the nice other features I wanted in[e digicons]X|[/e] this would have been the cherry on the cake... Take care all, J

41 Replies 35,058 Views

OK let's clear everything up so we are on the same lenght! My mobile ship factory IS A SHIP! If fact it's a cap ship with this special purpose. It uses DeployCombatTurret in it's first slot (with entity file modified for it to indefinitely spawn a PhaseLight frigate). What I'm trying to do is create three new identical abilities but with a variant in each of them. One will create PhaseHeavy, one PhaseCarrier and final one will create PhaseColony (well a variant, known as the p

41 Replies 35,058 Views

The thing is..yes I do have AbilityDeploySiegePlatform! But the files I gave you are copy-pasted! IE. I have 4 deploy siege platforms for now the original one, same name + (1), same name + (2), same name + (3)! And I wanted to know which file to update (maybe string or player TEC entity) I really dont know..in order to tell the game to look for those 3 new abilities new! They do appear on my ships, but no description, no image, no nothing, just a lit up box meaning the

41 Replies 35,058 Views

Sure NP! Entity Ref not found: AbilityDeploySiegeTurret(1) Entity Ref not found: AbilityDeploySiegeTurret(2) Entity Ref not found: AbilityDeploySiegeTurret(3) BTW since I want the ships to be permanent..is their a way to permanently destroy their expiring rate! I tried just deleting the line (didnt give any errors...) but ship still marks them as dissapearing in 180 secs [e digicons]>:([/e] So close but yet so far! Justin S.

41 Replies 35,058 Views

Thanks Annatar! Good question Tkins, personnaly, if putting it under a building doesnt work, I'll just put it under cap ship slots! Speaking of which, I'm having a new issue, I've created clones of an Ability (Deploy Siege Turret) in which I will change the ship created for another one of my creation...Point is building literraly a mobile ship factory! I incorporated the skills unto my ship, but the game says entity.def not found! My question is: In which file

41 Replies 35,058 Views

Teal if possible, could you send the mobileplatform file my way so I can see which files or lines you modified in order to make it move! Thanks! If you want of course Justin S.

32 Replies 98,353 Views

I know Teal made a mini-mod in which he had mobile defenses...well Teal (or anyone else) if you could just tell me what I need to add to Missile platform in order to make it move it would be extremely appreciated! The reason is (to clear the fact that I am IN NO WAY trying to copy your work), I have a battle fortress design for the Nephils (my very own variant of Star Bases)! With uber weapons, shields, exhorbitant cost. Nevertheless, I want it to move and since I'm using the PHASEMIS

41 Replies 35,058 Views

I'm sure we can all code mines with what we currently have!!! All we have to do is get down and dirty with files and eventually everything is possible!! Starbases themselves are just oversized cap ships (codding it is dead simple (well as long as you keep simple abilities))... Justin S.

29 Replies 86,385 Views