[quote who="Lavo_2" reply="17" id="3207850"] Quoting Sinperium, reply 7Adding antimatter to fighters usually minidumps and at best does nothing. I would imagine, if you can actually add antimatter to strike fighters, then you can set up a convert damage to antimatter passive ability (with the damage resulting in a loss of antimatter) with the antimatter acting as a crude form of shielding. [/quote] Does that ability restore antimatter from damage, or act
CoronalFire
Negative is possible, it is not capped.
[quote who="Avalast" reply="8" id="3206738"]Well the repair and jam functions should be AOE anyway so no problem there other than the fact they'll be centered on the squad not the strikecraft itself. But then again the squad will be centered on the strikecraft if I just make it a 1-to-1 ratio between squad and strikecraft. And spawning a frigate seems kinda like overkill, especially since I doubt I'll be able to get it to behave correctly (Basically orbiting the host ship)
How do you give a planet module the "Experimental weapon is being constructed..." alert?
[quote who="Avalast" reply="3" id="3206536"]For Diplomacy (I don't have rebellion yet) at least it looks like it's possible to put abilities on squads. However it also seems as though putting an ability on a squad that requires anti-matter (While also giving the squad anti-matter) just resulted in a mini-dump! That however can be solved by giving the abilities appropriate cooldowns I guess. As for getting the craft to stay with the carrier. I did change the "DefaultAutoAtta
You could try creating a new frigate (corvette style) with said abilities, and have a carrier with the ability to spawn them for a time. Then you could have 3 distinct abilities to spawn one of the 3 types of frigates.
[quote who="Sinperium" reply="1327" id="3206163"]Darn...it works all the way up to the cast and then minidumps.[/quote] Classic. [e digicons]:P[/e]
[quote who="psychoak" reply="1321" id="3205354"]What you're trying to do is impossible. The only way to blanket apply a buff to every world on the map from a single structure is through an active, using pickRandomPlanetToExploreForAutoCastTarget to get the selection working. Rebellion should be able to do it though, ApplyBuffToTargetsAtAdjacentOrbitBodies. All it would have to do is apply itself, and prioritize old. It would then propogate fro
[quote who="GoaFan77" reply="1319" id="3205110"] Quoting CoronalFire, reply 1318What all would that involve? Passive buff to self, apply buff to targets in radius on an infinite periodic action, set range to -1. Try it with planets first, if that works then try planet modules.[/quote] Nope doesn't work, except for the planet in the same gravity well. [e digicons]X([/e] Didn't think it would since ships can travel all the like with sublight and never actually g
[quote who="GoaFan77" reply="1317" id="3205089"] Hence the only possible way of setting that up would be a passive periodic set to infinite range. Which will not be pretty.[/quote] What all would that involve?
[quote who="Sinperium" reply="1314" id="3205063"]You might check out VoltCruelerz's "Deliverance Engine" mod as it does target only culture centers. So something like this can be done.[/quote] That's easy. I've just done that, can target phase nodes to blow up with AoE damage. Now the problem is that is an active ability, and applies to only one target at a time. That's not too bad, as changes to cooldown and AM could make it basically system-wide,
[quote who="GoaFan77" reply="1312" id="3205048"] Quoting CoronalFire, reply 1311Didn't follow that at all. Starting with on Condition IfOwnerHasBuff. If that's what I think it is, I can't use it as I have Trinity. Well to be honest I'm not exactly following what you are trying to do either then. But yes, conditional buffs are not possible in trinity. But if your constraints work they should only be targetting phase gates right? As for targetting stru
[quote who="GoaFan77" reply="1310" id="3205011"] First of all, there is no constraint that will get you to only target a phase stabalizer. That means this will only be useable by human players, the AI won't be smart enough to figure out how to use them.[/quote] I know that, but I got around it by changing the normal phase stabilizer ability to become active, and apply the "CanBeCaptured" bool modifier while the node is "open." With additional constraints as shield and a
[quote who="ZombiesRus5" reply="1308" id="3204937"]It's easy to make stuff die after an ability is used. Just use MakeDead with an OnBuffFinish trigger. [/quote] I know that, except OnBuffFinish is after the ability not before. I'm using OnAbilityUsed atm actually. The problem is having the Inhibitor target the Phase Stabilizers, and Phase Stabilizers alone, and targeting Phase Stabilizers in other gravity wells. I've solved #1 and #2 since posting
I'm getting too ambitious now that I'm getting the hang of Sins modding. I want to create an ability that destroys a phase stabilizer structure when the phase stabilizer is used (will change to a non-passive ability), and this ability is a galactic/solar system-wide threat (even to your own network), basically the ability is given to a phase inhibitor. So far I'm thinking a passive self-destruct ability on the phase stabilizer, somehow fired off whenever the other
CD key is a registration number/product key, basically to verify that you have legally purchased the game. Even if you downloaded it, it will have a key. What method of purchase did you use? If you got a CD, it should be on the package. If you use GameStop, you can go to "my games" highlight sins and view "product code." I believe Sins comes with multiple installation (two I think?) where you can download one purchase onto two computers and use the same key for both. </p
[quote who="psychoak" reply="1298" id="3203604"]We told you not to use save games...[/quote] In my defense, it wasn't just saved games, it was new games and using the command to switch races. Not quite that boneheaded. [e digicons]:P[/e]
[quote who="VecTorRaptor" reply="33" id="3203553"]Hello I want so see this mod for Sins of a Solar Empire Rebellion where i can see?[/quote] They're still working on converting from Diplomacy to Rebellion. They better hurry up. My changes are for Diplomacy 1.34.
Problem solved partially anyways. Wow it's the dev.exe. Reloading a saved game or starting new ones but changing races did not work, but reloading dev with a new game as the race worked, the research I've added shows up now. The thing that really got me was other research already up I could move around but not new ones. Knew it was something stupid. Still getting the tier/pos error.
[quote who="GoaFan77" reply="1294" id="3203354"] Quoting CoronalFire, reply 1291Haven't got this to work yet... plus that paragraph is very short and confusing to me lol. Ability A file --> Buff B file (periodic action) --> 2 buff files (C & D), C from the periodic that kills pop and D an instant delay (instead of from periodic) from B file? A nice modding trick that can really save your life is clever use of onDelay instant actions to basically do che
Like the idea of the Transcendia and Argonev having an extra hull and weapons level, respectfully. Moving however, could be a problem. In PvP mass bombers is the usual method of taking down SBs, rather than the proper counter of Adjudicators or Ogrovs. The Vasari have no counter ship, rather they counter with a SB, hence why it had more hull/weapon upgrades and can move. However I do find this a bit of a problem because those upgrades are also good against regular ships, the same reas
[quote who="psychoak" reply="1289" id="3203293"]If that research file has the correct matching tier and position values, your error is in another research file. That message is specific.[/quote] Okay so the error is a tier / pos being unaligned somewhere? I have not yet added much in the way of research, fortunately it was easy for me to check all of them I have added...they all match. And this new research I've been talking about does not show up on the research tre
[quote who="GoaFan77" reply="1273" id="3201595"] Quoting CoronalFire, reply 1272Was afraid of that. Any way to use a periodic buff with the pop constraint? That might work. The periodic action would need to apply a buff with an onDelay instant action buff that only stacks once and prioritizes new buffs that would remove the periodic action buff. The delay must be greater than the time between periodic buffs. This way if the on delay ever executes it will be due to the constrai
[quote who="Seleuceia" reply="1286" id="3203261"]Well, I'm not exactly sure what that assert is but it seems to be an interace issue, not a reference issue, so you probably have the manifest and player file fine... Are you sure you aren't trying to place two techs in the same location? You probably already know this, but tiers and positions start with zero, not 1... Also, does this tech require another tech? If so, what is the physical relationship be
[quote who="psychoak" reply="1284" id="3203220"] Edit: CoronalFire, it's the research file itself. Tier doesn't match the grid position.[/quote] Position is [ 6 , 1 ] at Tier 6....