Is it as simple as changing: useCostType "AntiMatter" antiMatterCost Level:0 20.000000 Level:1 20.000000 Level:2 20.000000 to useCostType "Resources" antiMatterCost Level:0 Credits: 200.000000 Metal: 10.000000 Crystal: 5.000000 Level:1 Credits: 200.00000
Tkins
Hi, I would like to make an ability that costs resources. Can anyone help me do this? Let's use "ABILITYREPAIRPLATFORMTEC" TXT entityType "Ability" buffInstantActionType "ApplyBuffToTarget" instantActionTriggerType "AlwaysPerform" buffType "BuffRepairPlatformTech" targetFilter numOwnerships 1 ownership "Friendly" numObjects 4 object "CapitalShip" object "Frigate"
Sorry, it's 10 seconds InCombatHullRegenerationPenalty 0.5 considerBeingDamagedTime 10.0
Also, Annatar I rang your bell in the "Ideas for a complete conversion mod" thread. :D [e digicons]
Stop hating on the she-males. It's really not nice.
1. All races star bases move Nay STATIONARY FREAKIN' BASE Defenses are used because they trade mobility for firepower. If you want a mobile defense, use ships. 2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700% As an upgrade - YAY 3. Revamp Mines on Advent and Vasri Yay - Make them costs dinero or pesos or something. 4. Starbases take more
but i thought the .5 means it regenerates at 50% regular. I thought -1.0 would make it degenerate at 100% No?
Hey that's not funny! I heard about those guys on WOW getting beat up! P.S. I play with skyboxes off so I have no clue how pretty it is :(
[quote who="Steve Mackay" reply="10" id="1939267"]You can actually almost get what you want in by changing two values in the gameplay.constants file: InCombatHullRegenerationPenalty 0.5 considerBeingDamagedTime 10.0 Setting the first to 1.0 will give an in combat hull regeneration penalty of 100%, or no repairing in other words. Bear in mind that in addition to a duration since last damaged (as controlled by the second value), entities are considered in combat if th
Yes that is correct. Each weapon has a weapon class (i forget the actual term) but it would be listed as an "ANTIXXXXX" type weapon. ie. ANTILIGHT, ANTIVERYLIGHT, ANTIMEDIUM etc. These types will do different damages to different armours. The anti type is usually does most damage to what it is anti. ie. ANTILIGHT does most damage against Light armours and least damage against CAPITALSHIP armour. Varis, I think the "in combat" is decided by the last time the obje
yeah the error reporting doesn't always work. I've had quite a few minidumps and freezes where the error didn't show. That being said it does help HUGELY when debugging if the error shows up. Thanks for that by the way Annatar.
The important part is 'The first and last letter'. Tire and tier do not share a common last letter.
This saddens me.
"2) There's a current bug/bad behavior where right clicking on a planet as a move order for your fleet actually assigns the planet as the target for any planet-targeting ability (colonize, raze planet, planet drain, etc). Zooming in to see the target planet's grav well and right clicking on the grav well as a move order seems to work ok. Have you tried this to see if the issues are related?" That's why I haven't had this problem I always zoom in and give orders of place
I suspected that but wasn't sure. It was too much hassle uninstalling reinstalling just to mod, so I figured i'd start with beta. Maybe this will help them find the flicker bug! hahah How many changes do you think I'll have to do when this goes live? I don't know how modders update their files from patch to patch lol. Also, I don't know if they is beta related, but I tried deleting the boolmodifiers on the phase cloak so that ships could move while
At home I replaced: buffEntityModifierType "HyperspaceChargeUpRate" value Level:0 -7.000000 Level:1 0.000000 Level:2 0.000000 with: buffEntityModifierType "LinearMaxSpeed" value Level:0 -1.000000 Level:1 0.000000 Level:2 0.000000 entityModifier buffEntityModifierType "LinearThrust" value
err I'm at work so this is going to be limited. I just downloaded the TXT that Justin S. posted, but it's missing the ability files. BuffHyperspaceDisruptionSpawner TXT entityType "Buff" onReapplyDuplicateType "PrioritizeOldBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable TRUE isChann
What I don't get is why the format for PJI's don't work for the gravity field. What would cause the differentiation?
What's with all the tires? Are we driving somewhere?
I'm total noob here. What does "nested buff" mean? Is that where there are two buffs for an ability? Why does the PJI need a nested buff? So then could I Just take something like "targetinguplink" and change it to affect linearmaxspeed and linearacceleration? [quote who="Annatar11" reply="1" id="1998543"]Why do you need nested buffs? Can't you just make a passive ApplyBuffToTargetsInRadius (or whatever it is) and stick the m
Hi, I'm trying to make a "slow field" around my interdictor ship but it's not working. The ability will flicker on and off on ships and not really slow them down at all. I was using the GravityField ability and tried making it passive and editing it to the cahoots but had no luck. Eventually I tried using the PJI ability I had on the ship and just replacing the bufftarget. As it is right now my new ability and the PJI ability look exactly the same except: <
I'm done. Thanks!
is that in the Sins folder under program files and stardock, or ironclad folder under appdata?
MY GOD, why didn't i know about this before. That's so easy. User.setting is in gameinfo? I'm doing this soon as i get home and fishing me a minidump!