Personally, I think the Advent defences are fine. I usually dont play Advent and when I have I have never used the Mass Disorientation ability so I cant speak to that, however, with a fully upgraded sb and full tac slots filled with beam turrets, repair stations, and hangars (2-3) I got my butt handed to me by an Unfair AI. Basically (it was Advent as well) it came in with a full fleet of 8+ cap ships, destra crusaders, illuminators, guardians, and carriers and proceeded to wipe t
JJBuck2
Personally, I think the Advent defences are fine. I usually dont play Advent and when I have I have never used the Mass Disorientation ability so I cant speak to that, however, with a fully upgraded sb and full tac slots filled with beam turrets, repair stations, and hangars (2-3) I got my butt handed to me by an Unfair AI. Basically (it was Advent as well) it came in with a full fleet of 8+ cap ships, destra crusaders, illuminators, guardians, and carriers and proceeded to wipe t
Question (now that I basically have this down, its the gritty detail I'm having trouble with). I'm trying to mod the Embargo ability so that its phase jump disable applies to all ships in the gravity well, not just cargo ships. Problem is that it doesnt seem to actually be applying to the ships (the ability is present, named correctly, and seems to execute normally, the effects of it just dont show up). Any ideas what this could be? The only thing different from the re
[e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] [e digicons]X|[/e] I did everything right...except for adding a " at the end of the name in the .entity file which is why it wasnt working...yay for oversights...thanks so much for the help Calienon, that was exactly what I was looking for, I just made a dumb mistake. Hopefully I can get every
Two questions, first when I try making a new ability the game tells me that the Buff file is not found, even though its definitely there. What do I need to have for the game to recognize this. Second, I dont really understand how the Strings work. If I'm adding a new one, is one string the three lines (string, value, description) or is each line a String. Thanks for the help. Edit: I have updated the entity.manifest file to reflect the ad
You have been an absolutely huge help. I think with the reduced caps thing i was leaving an extra line after or before when I deleted them [e digicons]X|[/e] , yay for silly errors. I have yet to try to mess with abilities again using your advice but I will do so soon and I'll let you know how it goes or if I have any other questions. Again, thanks [e digicons]:grin:[/e] .
I've been trying to create and implement new abilities for cap ships for a couple days now but I cant seem to get them to work even though I follow all the steps I know: creating a new file with a different name, etc. Is there a specific thing I have to do to get the new ability to correctly implement? Im pretty stuck, either when I try to enable the mod the game freezes or it mini dumps and I get error messages telling me that the ability is not found, even though its sitting in
Its not easy but its not impossible either. Its mostly a matter of knowing what the AI tends to do and countering it by having the right mix of ships and not overexpanding your empire. I do like your slider idea though, the AI choices are a little limited now.
Thats exactly where you have to look, I found it yesterday. Each sb has the toughness ability and has an ability 0 which is its starting levels. Just tweak from there. You can change the # of upgrade slots too [e digicons]:grin:[/e]
Hey Teal, I went through step by step after I ran into the error and deleting the cap ships from the race profiles is whats causing the problem. I'll try to figure out how to fix the entity.manifest but honestly I dont know where or how. Everything else loads fine except that when I try to make a new ability Sins doesnt see it (Im using Entrenchment). For example I tried making a more powerful version of AbilityGaussBlast, gave it a new name and saved both an Ability copy an
Haha well I guess so much for that idea, Sins REALLY doesnt like the extra ability. Not to continually ask questions but is there a difference for what you have to do to enable a new ability or delete capital ships from a race profile in Entrenchment as opposed to vanilla Sins? I get a mini dump every time I try to delete cap ships but the tutorial in the Forge Tools download gives the steps to do this and I've followed them exactly...I'm assuming Entrenchment is a little differen
thanks shadow, one other question. I tried giving the cap ship an extra ability in the "ability 4" slot but when there are five there seems to be a conflict with one of the menus that you can access when you select a cap ship (i cant remember the exact name of the error) that causes the game to crash. any idea what this is or how i might fix it?
well i cant figure out whats wrong with it exactly but it has something to do with restricting each race to the one powered up capital ship. another question, how do you create and implement a new ability? ive been trying to change them up and i cant do it.
thanks shadow!
im trying to mod capital ships so that each race only has one really powerful one but something is causing the game to freeze when i try to activate the mod. any ideas what might do this? ive boosted the fleet count for cap ships to 350 and changed up their abilities, but none from outside each race.
im trying to mod capital ships so that each race only has one and theyre pretty uber awesome. problem is that the mod is causing the game to freeze. ive added an ability to each cap ship giving them a total of five, is that the problem? it could also be that i changed the fleet size to 350, maybe its causing a problem with the fact that youre supposed to get a free one at the beginning of each game?
I just started working today on a mod that is intended to increase the overall value of capital ships for those of us who want this sort of thing. I've been getting steadily more ambitious all day and am thinking about coming up with some way to implement "uber" capital ships: for example a giant ship that there can be only one of, requires very high fleet cap, costs a ton, and will generally be very expensive to build. (To note, I am trying to come up with something balanced, not
Oops, ok I had to do it in a particular way, apparently my computer is picky. I just bought it and im still trying to figure out all its idiosynchracies. Thanks a bunch Annatar, I really appreciate it.
I guess maybe I shouldve been more clear, I did that, I opened notebook and found the GameInfo folder but nothing shows up and when I right click the files no options for opening them appear.
Sigh sorry to keep coming back to this, especially if Annatar answers again, but I did all that stuff and I'm trying to open the GameInfo files but theyre .entity and my computer doesnt seem to have anything that can open them. I figured notepad would work but it doesnt give me that option. Any answers?
Thank you sir [e digicons]|-)[/e]
I would say that none of them do. Most closely filling the role of Dreadnaugt for the Advent are the Revelation Battlecruiser (which is the "planet bomber" mentioned above) and the Rapture Battlecruiser. Both have primarily forward facing weapons (laser and plasma for the Revelation and beam and plasma for the Rapture). However, at least in terms of the Advent, both do respectable damage: 38 plasma, 23 laser for the Revelation and 14 laser, 12 beam, 27 plasma for the Rapture
silly me but I dont know how to use Forge Tools...do I drop it into the Sins folder on my computer? I feel like I should know this... [e digicons]:blush:[/e]
Thanks Annatar, I appreciate it. Maybe if it turns out as something interesting I'll post it [e digicons]:thumbsup:[/e]
So this probably wont even be considered modding but I want to make some changes to capital ships health and stuff, make them stronger and more...capital ship like. What's the easiest way to do this and is it possible to make it like other mods, so that you can turn it on and off within the Sins interface? Oh, I want to do this with Entrenchment (and if theres already a mod out there that does the same thing please let me know.) Thanks.