[quote who="Ravage-Wolf" reply="2662" id="3598160"] The icons for research are now ready to be sent. I have compressed the file in a RAR format, how do you want me to send it? I have done little adjustments to the pictures other than some cutting to get rid of unnecessary backgrounds. [/quote] zombiesrus5 at gmail dot com ;)
ZombiesRus5
[quote who="Ravage-Wolf" reply="2660" id="3597944"] I have been working on research icons per our previous discussion. What format and sizes do the pictures have to be so I can convert them. Are there any rules I need to keep in mind for the pictures so they actually work? Would ship models used in Star Wars Empire of War be of a low enough resolution to work in sins? [/quote] Format like tga is best as it's not lossy, but jpg is ok. The image does not need to be a parti
[quote who="Blair Fraser" reply="447" id="3597839"] 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 ? [/quote] The ability to scuttle a planet via a buff for the Strip to the Core functionality :) Modders would like to terraform their planets ;)
[quote who="Ravage-Wolf" reply="2654" id="3597641"] It is a wonder that you find anytime with all your responsibilities! I know you are aware of Ice Dragon modelling work. I think something like this might make a good candidate for the Picon Fleet HQ with Ice Dragon permission. I am happy enough to contact him as he still seems quite active on his forum. Effectively it is an updated Ragnor stations with three shipyards attached. This being the case it would end up being similar to the Ra
[quote who="Ravage-Wolf" reply="2651" id="3596875"] Did you have a chance to look over any of my ideas? I appreciate you have RL and your other commitments that are time consuming. [/quote] Yeah, RL involves 3 kids, work, spouse and no time ;) I like your descriptions... Here's my comments: Colonial Defence Force Their primary role is to protect the colonies and civilian shipping. They will invest much tech and resources into this en
[quote who="Mord_Sith84" reply="2649" id="3596651"] Z, the game keeps crashing out if you try to scuttle a capital ship that has the artifacts attached to it. I assume this would also be the case it if was destroyed in combat. I'll email you the crash file. [/quote] The crash file does modders no good. I am able to scuttle ships with Artifacts as well as tested having them destroyed in combat. Have you modded any of the artifacts?
[quote who="Ryat" reply="3" id="3595477"] This is big for those like myself who operate in a manner in which use of Wi-Fi is impossible. I deliver for UPS. I use my phone network to stream music and news while I work and I move between multiple businesses through out the day, many of whom would frown on me using their Wi-Fi and in residential areas where I don't think they would want a random stranger tagging their Wi-Fi and those that would I wouldn't be in range long enough for
It looks like you've tried to merge ApplyBuffToTargetsInColumn with ApplyBuffToTargetsInRadiusWithTravel which isn't going to work. While google code is around you can see the syntax rules on this wiki I created: https://code.google.com/p/soaseplugin/wiki/RebellionSyntax Also, I'm not sure ApplyBuffToTargetsInColumn will work in this embedded buff system. It seems to rely on ApplyTargette
[quote who="Cylon_Luvr" reply="11" id="3595736"] Sure did... I can get it to work for missile weapons and lasers... but not for beam weapons? Weird... It must be a problem with the code itself. Maybe I could send the buff file to you and you can run it through your program to see what the error is? [/quote] yeah let's do that
Did you add the new entity files to the manifest?
https://dl.dropboxusercontent.com/u/5790092/Temp/Artifact_Weapon.7z I should also note, you need to capture the artifact first or it can't apply the weapons correctly. Basically the artifact needs to be owned by the player or order to start the buff chain correctly otherwise it thinks it's a militia still attacking ;)
[quote who="Cylon_Luvr" reply="6" id="3595440"] Quoting ZombiesRus5, reply 4 I was able to get a working prototype of this put together. Here's the buff code. You'd need to setup your timing, weapon effects and what the weapon should do. https://dl.dropboxusercontent.com/u/5790092/Temp/A
[quote who="Requiem-Myre" reply="2522" id="3595067"] This might just be a problem on my end, but is the Gamergate website not working for anyone else? everytime i try and load it, i just get a white screen. [/quote] It was not a free site, so it may no longer be available.
[quote who="psychoak" reply="2521" id="3595062"] You can't? Strange, with the sections being a counted entry in the player files, I would have thought you could increase/decrease. Regardless, you can change the size of the blocks. So you have the entire defense page to fill up. ResearchScreenData in the player files, play with numbers to expand the size of the blocks. [/quote] I thought so too, but it won't work. <p
I was able to get a working prototype of this put together. Here's the buff code. You'd need to setup your timing, weapon effects and what the weapon should do. https://dl.dropboxusercontent.com/u/5790092/Temp/ArtifactWeaponPrototype.7z
[quote who="Mord_Sith84" reply="2644" id="3594774"] Actually, all of the alien abilities should not be able to automatically autocast, so that you can choose which ship gets the abilities that you want it to have. I have edited the entity files and have emailed to you. [/quote] sorry guys, autocast has to stay or the AI won't have anyway of getting the artifacts. Additionally I didn't want the artifacts to require being captured as there's not guarantee the
[quote who="emportakaten" reply="2518" id="3595018"] Been tinkering a bit with the idea I asked about last night, and it's lead me to something else I want to ask about. In the research menu, there's six tabs at the left hand side. Offence, defence, civilian, diplomacy, fleet, and artifacts. Is there a way to add more tabs there, or is the six hard coded in? [/quote] They are hard coded in. Also, you can't add more section
You can't do a normal ability because artifacts don't attach abilities, they attach buffs. The buff would need to do a periodicAction probably using ApplyBuffToTargetsInRadius. The target would then need to cast a buff back to the calling unit which would then create another Buff to create the weapon effect back to the last unit. These are done with ApplyBuffToLastSpawnerNoFilterNoRange and ApplyBuffToLastSpawnerWithTravelNoFilterNoRange. This should work as the
[quote who="Cylon_Luvr" reply="2640" id="3594602"] Is it possible to create an artifact that can add an additional weapon to the selected ship? i.e a high powered wave cannon or something? I think there is a TEC ability that does this (adds an additional weapon to their planet defence platforms) [/quote] Hmm, possibly though not exactly the same way as the TEC ability works. Off the top of my head you would need to add a buff to the ship with a periodic action that att
Patch will be up at 5pm (Central) It includes the new Artifact's too. Note: I updated the main download to 1.82.37.1, but you will NOT need to download that if you previously downloaded 1.82.37.0. You will only need to apply the much smaller patch if you have 1.82.37.0 [e digicons]:cylon:[/e] <a title="Download Sins of the Fallen: Reb 1.82.37.1 (Patch) - Mod DB" href="http://www.moddb.com/mods/sins-of-the-fallen/downloads/sins-of-the-fal
[quote who="TopAce6" reply="340" id="3593699"] QUestion, the Vasari Loyalist Vorastra Titan , ability The Maw, seems to vacume up anyhting short of a capital ship, im i mistaken or did it uset to be llimited to Frigates and corvettes?, my cruisers seem to get sucked up in it., though its rather chaotic and hard tot ell atm. [/quote] Cruisers are frigates as far as Sins codin
You can try deleting the key bindings file. It will be recreated with only default values when you start Sins.
I'm cool with using it... Was just curious how the lore was described so I could add it in fully. Any other artifacty changes you make I'm open to as well. Here's some draft Artifacts I've also added as well as bumping their spawn percents some both for testing and playthrough. Containment Artifact - Attaching this artifact improves antimatter usage on abilities Phase Shift Artifact - Attaching this artifact allows the capital ship to selectivel
BuffArtifactNimbusAttachPreTarget.entity showed it was in BIN but for some reason I couldn't convert it to TXT so the file seems corrupted somehow. I've manually fixed the file based off the shield artifact pre target buff. Going to see if that runs ok. I've looked over your Nimbus ability some... What is the main idea/lore behind it?
Fall of Kobol 1.82.37 released