Key is to change the MainViewIcon in the entity file as well... paste in the frigate icons, then the Icon will look right when zoomed out.
Romeo13
Yeah, I was trying to figure out how to do somthing like a sector capital building... kinda like the capital but with less of a max... ie, a building which would increase allegiance for that world, and the worlds around it.... But it does not look like the engine is flexible enough at present...
origional file from Forge is still good IF you change the AI Use time in the file to OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder in both the AbilityChargedMissiles.entity and AbilityChargedMissilesLight.entity files.... only thing they changed in the files... (used to be OnlyWhenAttackTargetIsInFiringSolution ... so you can just add the last 4 words to it).
Just a heads up, the ChargedMissle and ChargeMissileLight Ability Entity files are the wrong version in the Forge Reference files. They created a new aiUseTime Trigger for them last fix ( OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder ) and used it in the 1.12 game files, but did not update the Forge Files. So, if you use the Forge Ability files ships who use that ability now fire it off on any target, stop their engines, and sit there the rest of the g
Sorry, I work in software Testing (between contracts right now)... I know exactly which types of boards get more attention than others... Mods? not so much... technical trouble boards? I live in them. As the problem seems to be that they did not update the Reference files in the Forge Folder with the fix, thats a release problem... and somewhat a Quality Control issue... basicly a version control issue. Reason I stumbled on this thread in the first place wa
Geezzz.... sorry for trying to help out a fellow player.... Lets see.... trouble... does not say MOD trouble... just trouble...
Upon further research, I figured out the problem. They updated the Ability entity files in the game files, but did not relfect that change in the Forge tools Reference files, so anyone using Forge as a reference for modding does not have the "fix"... Seems there is now a new trigger availabe.... "OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder"... old trigger, and the one in the Forge Reference files is "OnlyWhenAttackTargeIsInFiringSolution"... So, in essence,
Oh, maybe becuase the AI DOES use them? Until I fixed this in with a Mod, then it was normal to be seeing AI Vesari ships sitting around, outside of the range of combat doing nothing... and in fact you could run a scout into a system that you do not want to keep, and FREEZE part of their fleet behind the lines... I'm still playing around with finish conditions... but it does look like the problem is in the way the AI handles the initial trigger itself (maybe needs a targ
Problem is that this is affecting the AI players as well... Apparently it now sees ANY target, not just combat targets, as the trigger in the ability file... AND in the buff self file, it bypasses the Target Filter and still imposes the bool modifiers... AND with NO Finish Conditions, it stays active. I've been trying to mod around it, but this is a problem that needs some attention.
The trigger it uses is aiUseTime OnlyWhenAttackTargetIsInFiringSolution... I've played around with it a bit during modding, and it now apparently uses ANY target (Fleet or move order target) to trigger the action. With no Finish conditions, this stops Ship Movement, even in noncombat situation, BREAKING those two classes as far as the AI is concerned. Putting a finish condition in place of "NoTarget" works partly to fix (in the buffchargedmissilesself file)... but the
Hey, since you all are going to be working on Abilities soon... got an idea for ya... How about a couple of abilities for EVERY ship... One, Divert Main Power to Shields... it adds to shield strenth and Regen... while slowing movement and Cooldown on weps... Two, Divert main power to Weapons... increases cooldown on weps, but slows shield regen and movement... Then ensure that you can't use both at once. You could even put in AI limits so for Power to shi
Download the Mod tools from the download section on this site... It has all the decoded Reference files... so you can just edit most things with a text editor...
Hmmm... did you add a weapon to an entity, without incrementing the amount of weapons at the start of the weapons list?
AS I was playing around creating a MOD based on David Webers Honor Harrington series... it suddenly struck me that it is possible to make LACs (Light Attack Craft). Seems you CAN create a Squadron with One fighter, then create a Bomber entity using a Frigate Mesh, and basic frigate stats. It can't have shields, or Abilities, but it does fly around like a fighter. Neat thing is that each Cap ship, Carrier, or Defense Platform can have two Squad Entities attatched to it (o