ok, i am now about to embark on the ability, string, and research files for this ability, how do i set them up so that it replaces the deceptive illusion ability?
a110
i usually use 3 weapons, 2 armor, 2 frontal, and something else depending on the situation phase stabilization can be very useful although for some reason it doesnt appear to work on a star
too complicated, i don't even know what an entity manifest is, i give up
[quote] March 29, 2010 2:20:11 PM <div id="ctl00__Content
imo its kind of ridiculous how easily the ai a)places so much importance on missions and b)becomes friendly with you so easily, in late game with a at least 3 other factions i usually end up at peace with all except one, who i defeat, simply by getting the first 2 or 3 relationship uprades and not attacking them, which is pretty easy since theyre far away if i fail a mission because i wasn't paying attention and its too late to reject it, my relationship with the ai who offered the mi
what should be the beginning lab setup for advent if i build 2 harmoney temples at my homeworld, i need to get another planet (preferably 2) to get 3 hostility temples and illuminators...plus i try to save a slot at my homeworld for a trade port later on ive tried 3 harmonies and no hostility to get the colonization and trade upgrades fast, and ive tried to go three hostility to get illuminators quickly, not sure which is better ive found that at the 2 hostility level
when i tried to install the trinity cd it didnt work and my drive kept making this repeating clicking noise, so i downloaded it off impulse, its nice to see im not the only one
yeah, that's what i was planning on too i'll start on it later today, thanks for the help
thanks a lot new BuffChargeBeamSelf: [quote]TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 1 instantAction buffInstantActionType "ApplyBuffToTargetOnWeaponFired" instant
yeah, sorry i posted before seeing your post what buffType that will increase its weapon damage, and how do i make DoDamage affect itself as the target?
BuffChargeBeamSelf, modified from BuffChargedMissilesSelf: [quote]TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 1 instantAction buffInstantActionType "ApplyBuffToTargetOnWeaponFired"
thanks ok here's what i have so far on the Buff [quote] TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "ApplyBuffToTargetOnWeaponFired"
what would be the Buffs for increasing the range and power of the beam? would i need to make them myself? also, what is passiveWeaponEffectChance?
i'm thinking about starting modding i have harpo's utilities and the diplomacy reference files looking through them i can semi-understand parts of them, but i have no idea how to make *new* content to begin with, i wish to make an ability on the illuminator which reduces its shields and movement/turning speed and increases its damage and range and decreases its weapon cooldown does anyone have some tips to get started thanks
it worked when i changed the scout sounds, but when i edited the S_Frigate_PhaDeployed .entity files to use new sound files that i put in the sound folder, it didn't work and the droids didn't make sounds at all
sins only exists because chuck norris wanted to play it
it's a great mod but i don't like how the remnant droid has the same voice as a scout, how would i change the sound files for the droids
what is "use alloy for networking" in the network tab on ico?
how do you prevent enemy ships from simply bypassing an advent or tec starbase and going to the other side of the gravity well
well, cutscenes would be nice for story purposes sins has a nice backstory but its a pity it doesnt go anywhere
whats the point of using fleets, i find them troublesome when ships get sorted into fleets that i dont want them to be in
i can't see the impact effects for the pulse and missile vasari starbase weapons
k, judging from http://www.youtube.com/watch?v=5azoHPU6udA video there is an impact effect so it must be a bad problem with my game or computer
you mean you see a particle effect when they hit, or you havent looked at them up close?
how good is the discharging missiles ability also, i've found that the vasari starbase's weapons, with the exception of the disintegrator beams, don't have an impact effect...is this a glitch