ZombiesRus5

ZombiesRus5

Joined Member # 3496922
8 Posts 513 Replies 2,966 Reputation

[quote]I tried looking at the buffs in your tool, but it isn't catching it.[/quote] Yes, the Entity validation tool can't catch everything. There are too many nuances for that. However, if you find a scenario that you think could have been caught please open an issue on the tool's website (plus kharma given too [e digicons]k1[/e] for doing it). I'll see if it's something that can be validated or not in the tool if you help out like this. <p

31 Replies 106,063 Views

Version announcement: v0.7.1 It looks like there were a couple of people that downloaded v.0.7 while I was testing it to make sure everything installed ok. Unfortunately v.0.7 did not have the icons packaged. I updated the build to include icons with v.0.7.1. (Sorry for those who downloaded during this time). Now for the goodies (I'm pretty proud of this release). This is a fairly expansive version including Syntax Coloring, Content Assitance, Hover Help and a couple othe

278 Replies 1,211,049 Views

I've released a minor update of version 0.02 of the Sins Flagship Mini-Mod. You only need to download this if you like the slightly larger mesh sizes for Flag Ships. Version 0.02 Release Notes: Increases PSI and Vasari flag ship mesh and shield sizes. I now have 4 out of the 6 goals completed. This leaves starting stats and abilities. After playing a couple of times I'm thinking a small i

81 Replies 79,253 Views

[quote]Sounds good ZombiesRus5 & SivCorp. Hey guys, I am bit puzzled as to how you can make it so only 1 can be built. I'm not that good with code so that's probably why, but I am intrigued as to how its done.[/quote] Well, here's one way to accomplish this: [MINI MOD] Sins Flagship Mod (Need Ideas) (Ve

1,643 Replies 3,608,632 Views

[quote]So if you have made that pact, created some Phase stabilizers, pact is then broken for what ever reason, are the stabilizers still usable? Or do they become obsolete?[/quote] I set this example up so the currently built phase gates are still usuable. You can't build anymore if the pact is broken. This should alleviate some of your concerns. I'll package up what I have done so you can take a look at a simple example.

12 Replies 18,772 Views

Files added outside of eclipse, possibly through windows explorer may not directly show in your eclipse project. If you right click on the project there is a "Refresh" option. This will pull in any files added outside of using the eclipse project explorer. I use this a lot in my job too as dynamically generated files don't show unless I hit refresh like this. It is also possible to directly paste files into a project but I still have to perform the refresh step occasionaly to

278 Replies 1,211,049 Views

New races can still be added, it's just new pact/alliance types that cannot to my knowledge. This is why I canabalized some of the existing pact types to atleast add some spice for my two new add-on races. I apologize for the diatribe on this, it was just a little frustrating to be limited to the existing pact types.

9 Replies 9,040 Views

You have a space between buff and OverTimeActionType which is causing the error. My tool would help prevent errors like this Forum: [Mod Utility] Entity Validation Tool and NOW with Entity Editor support! (Release 7/23) . Download Site: <a href="http://code.google.co

27 Replies 19,154 Views

[quote who="SuperZERO0" reply="3" id="2720093"]Is it possible to pre-requisite pact formation? Or is that like a game event and can't be done. For instance, say I create a pact that 2 different races can access and research but then on the formation of the pact it then enables both races to research a new technology. [/quote] I was thinking about your mod and if any of this line of thinking would be useful... But to your questions. Pacts are tricky little beasts (see <a i

12 Replies 18,772 Views

I've spent a lot of time trying to figure out how to best go about defining new pacts. It required a chainsaw and some creativity to be able to introduce 6 new pacts (3 for each new race). Unfortunately this required me to remove 6 pacts from the original races (2 each removed). It was worth it though as using the base pacts weren't that fun anyway IMO. BTW, having the same allianceType researchable by both sides had some wierd issues, like one side of the pact bonus not taking affect

9 Replies 9,040 Views

[quote]This was way before entrenchment came out. I am wondering now if you could make your flagship using the star base as a template so they can be customized and actually change the model based on the upgrades you choose. You wouldn't be able to have levels I am assuming but the flagship should be beefed up already anyways.[/quote] These Flag Ships will actually level up just like normal capital ships. A level 5 Flag Ship will have roughly the same stats as a level 10 Capital Ship.

81 Replies 79,253 Views

[quote who="FireoftheSoul" reply="15" id="2719960"]I just tried the Mod. What are your plans on the new abilities? [/quote] Thats a good question. First, this is a mini-mod. I don't plan on it becoming a full blown mod (I already have one of those I'm working on). I'm going for the KISS theory here to make a decent little mini-mod that will be fun for gamers and possibly useful for other modders. Second

81 Replies 79,253 Views

[quote]If you've increased weapon hard points to offset this bug, I apologize for stepping on your toes and will promptly insert my foot into my mouth.[/quote] Thats an interesting point I was not aware of. I'll have to visually inspect the capital ship meshes to see if any have this limitation. Additionally, I may tweak this as I go anyway as the Kol's forward beams sorta look a little odd hitting four different targets. Adding a little more damage may compensate for reducing

81 Replies 79,253 Views

[quote]Some are simple scalar increases, but many have qualitative changes. Take the big beam on the Advent battleship. In the heroic version of the advent battleship, that beam has been transferred to a turret[/quote] Sounds cool... You've peaked my interest even more [e digicons]:thumbsup:[/e]

81 Replies 79,253 Views

I've released version 0.01 of the Sins Flagship Mini-Mod. Version 0.01 Release Notes: Compatability: Entrenchment and Diplomacy only. 5 Flag Ships have been created for each race Starting stats have not been changed Abilities have not been changed All level up stats have been doubled (excluding shield mitigation). Target counts per bank have been increas

81 Replies 79,253 Views

[quote who="FireoftheSoul" reply="4" id="2719501"]A ability to create ships from a flagship would a great ability, but I believe it's been tried before and doesn't work out. You could also try to give as a ultimate ability the orbital cannon ability to shoot far away planets. [/quote] Ya, there are some problems with creating ships through abilities. Spawnships works ok for frigates obviously (vasari fleet beacon) if you don't mind them hyperspacing in.

81 Replies 79,253 Views

[quote]Would it be possible to make a new "flagshipCapitalshipyard"? This would solve the problem with your first Capital being free.[/quote] Hey SuperZERO, to my knowledge there are a fixed number of ways to create ships: Frigate Factory, Capital Ship Factory, StarBase, createFrigate ability and spawnShips ability. I don't believe it's possible to create a new shipyard that wouldn't have to use an ability to spawn ships. The problem with using abilities to spaw

81 Replies 79,253 Views

[quote]Well, I've been mulling over a few ideas.... Mostly they include a 4th level to all abilities. This would make most capital ships more useful come late game.[/quote] I'm pretty sure abilities and buffs are limited to three levels of improvement. What were you thinking for a 4th level? [quote]Do you want those posted here?[/quote] No, but thanks. This first iteration is to give a random starting capital ship from the existing set that will be

81 Replies 79,253 Views

You are probably thinking of logistics slots being full. There are actually several free tactical spots in all three races. Advent has one free logistics slot and Vasari and TEC are full. I'll have to look at the unused meshes, thats interesting... didn't know that.

12 Replies 18,772 Views