that's true akkan. There wouldn't be 15 other races though (lol), and there would be more than one ship per player. Some notes on it- Each race would be able to research advanced upgrades (abilities/weapons) for their ships. Some trends that would hold true however- Merc vs. Mil- a comparison of mercenary & dedicated military stats- Mercenary ships would tend to have more hull, armor, and shield points; their researchable abilities would also be unique in that they
Whiskey144
I think I know this one! Here's my idea, SUPPORTED BY GAME FILES. YES. I DID SAY THAT. In Annatar11's post on custom cap ship names, someone mentioned that there are two player portraits of a half-done race. This race is likely the Vasari's nemesis. Their appearance- lion-like w/ headphones. Two scenarios of why this race is chasing the Vasari- 1. This was an advanced race that could muster itself rapidly against a Vasari invasion. They repelled the Vasari, but
Well, I got this very interesting, and IMO AWESOME idea for a SoaSE mod. Unfortunately for non-Entrenchment users, this will need Entrenchment. Sorry. Entrenchment has more modding versatility. Here's a basic rundown- the vanilla races are replaced with somewhat-couterpart like races. Many fighter types rescripted as frigates, to allow long-range fighter operation. Some frigates/cruisers/capitals removed, as fighter-frigates (my term, get ur own) are now attackable by any weapon and a
unsure, as boolmodifier 'PhaseOut' disables abilities. Alternately, you could have a phase space inversion system, that sends mines into normal space. When a mine is in normal space it is vulnerable to EVERYTHING.
some older graphics (like it looks rather crappy) but excellent games- Star Wraith: Shadows of Orion, Star Wraith IV: Reviction, and RiftSpace. The bonus- FREEEEEE!!!! The downside- crappy graphics, RiftSpace is SP only, and SW is combat only. RiftSpace is a freeform-styled game. All three are available for download from the Star Wraith 3D Games website. Google it and it should be the 1st/2nd link. You'll need to go under the 'others' tab if it's the home page of the site. All
some quick notes on my Q's- #2- what I am trying to do is add good looking emitter points to meshes in other peoples' mods that I have permission to use. #7- sounds crazy at 1st, but it needs explaining. However, before I get to that, how might I also make an ability to make something capturable, like neutral extractors (I know that I can use Domination for this by altering the target filter)?
mine detonations- that takes a little explaining. Mines have two abilities, a passive with a delayed activate that phases out the mines, and also applies the invulnerable bool modifier to the mine, and an active ability that can only be used once the mine has been cloaked. When a mine has been cloaked, it is now activated. The active ability is what does the damage. A mines' active ability however is not disableable (to my knowledge, and it wouldn't make sense if it was), thou
the old Advent fighters/bombers looked like shiny blue bricks! LOL
UCGW- UnCapturable, or Neutral gravity wells. Mines are emplaced in clusters. The Vasari have a minelayer cruiser, that deploys either explosive or gravity mines. Fields are of 10 mines. Advent have homing mine SC with an ability. The ability deploys them as a minefield. The TEC got the short end of the stick on this one, theirs are only buildable from controlled planets, and must be individually constructed. Their mines are placed in a cluster of ten though, and building them
FLOOD?! Well, that's going to be an interesting race.
some things you got wrong- basic mines have 30 HP, 0 Armor, no Regen, and are Module armortype. The mine detecting abilities have rapid cooldowns, but are active and have a target limit of 1. They are tactical structures; however they take up their own kind of slot, mine slots. They are cloaked, so abilities to uncloak them will be needed. I can PM you the ability/buff files if necessary. If Rez has Entrenchment, he may be able to host the GameInfo folder for you to work with.
dewing12, grab harpo's mod updater. It will update an Entrenchment mod from 1.01/1.02 to 1.03. You may also want to do this with the current release of SGRaces/SGGalaxy, as the ship/structure&planet files had this line added- 'renderShieldMesh TRUE'. This was not in 1.01/1.02, so you will likely need to update it with the mod updater.
my input on minesweepers- have a ship similar to a combo of the scout/light/flak frigate, that is, the intended utility of the light frigate, detection/nimbleness of scout frigates, and rapid-firing multi-bank weapons of the flak frigate. Why I think it should be nimble- well, it probably will only be equipped to survive running through 10-11 mines, not a concentrated assault, so it will need to get out of the way when necessary.
thank you Eomega.
Well, I have a WHOLE BUNCH of questions about modding Sins/Entrenchment. There are some REALLY COOL things I've seen, and I'd like to know how people did them. 1. How do I- make a ship with different sized exhaust effects (like 1 engine has one size and the 2nd has a larger/smaller effect) 2. How do I- add a nice looking particle effect point(s) to a mesh that is in a mod? 3. How do I- create an ability&buff that will nullify the SB destabilization ability/buff?</p
that would be the effects for the Kol's Adaptive Shield ability. The ability spawns a green circle below the ship that then rotates upward to the top and vanishes. There are several lines that have the value of 'TRUE' in the AbilityAdaptiveShield (the ability you referenced), none of which refer to the shieldmesh. As for the buff, there is a this line, which you may be referring to- entityBoolModifier "HasShieldMeshEffect". I do not know what this bool modifier does, but likel
hey, Eomega, can I use the current BC304 mesh/textures in mods that I make? Full credits would be given.
THAT IS HILARIOUS!
oh. I did. lol, this site has so many indiosyncrasies.
That person was mistaken. The line he refers to is 'renderShieldMesh TRUE'. This just renders the shieldmesh when weapons fire impacts it. Setting it to FALSE will make the game not render the shieldmesh.
amusing. Writing everything sdrawkcab.
Rez- LOVE the SSCC idea. AWESOME. Also, the Egg's ability is 'Nano-Disassembler'. The two abilities actually function differently. Rad Bomb affects hull&SHIELDS, while Nano doesn't affect shields (only hull). Nano doesn't do instant damage, but DOES decrease armor.
try running it with the debugger, it'll give you any errors that it encounters.
SUPERWEAPONS!! Particularly the TEC Novalith or Vasari Kostura. Novalith- Straight-Up BOOM!! factor. 2-3 shots and the enemy planet is DEAD. Kostura- I'm not sure if this works in vanilla 1.17, but in Entrenchment the Kostura will create a Phase Stabilizer Node at a planet. Which means if you have a Marauder/Orkulus with the Stabilize Phase Space ability or a Phase Stabilizer, the fleet it accompanies (or the fleet at the Orky's loco) will be able to jump at the Kostura's target.
the 'victory conditions'? There aren't any as it stands right now. What happens is that the AI/Human Opponenet 'Surrenders'.