Hi everyone, This is the first out of two mini-mods ( Technology Pacts ) I plan to work on... Basically as I've been working on my entity validation tool I've been toying with some ideas. One of the ideas that seems to come up frequently is the idea of having a single flagship in the fleet. Without modifying abilties this would be a fairly simple feet t
ZombiesRus5
Sins Flagship Mini-Mod Downloads: <a href="http://code.google.com/p/z
@SivCorp I was thinking about doing a min-mod with something very similar to what you are saying. Basically, I want to start with a Random capital flagship at the start of the game. You only get one flagship, if you lose it thats tough... The flagship class ships would be the current capital ships about 25% bigger with a little better starting stats and about double the level up stats (probably will have to exclude shield mitigation). I wasn't going to muck with the abiltiies though...</
Concept Ship Covenant Mothership Race: Nephilim
[quote who="EternalRequiem" reply="17" id="2718886"] yes... ppl that is what you think it is, Hmmm... Zomb, I'm going to look more into some of the other models I've done that have similar design to the battleship there, ships that have similar rings design to them [/quote] Hey EternalRequiem... Sounds good. I was really struggling to find/model a ship that fit what I wanted for a capital battleship ( I just couldn't get the one I was working on to a point I liked )&n
Concept Ship Leviathan Carrier Race: Nephilim
Concept Ship Archangel Battleship Race: Nephilim <
Hi guys, thought I might start posting some pics of the concept ships that will eventually make their way into the mod. Please keep in mind many of these ships will not be heavily textured or detailed initially. Concept Ship <span style="font-family: comi
[quote who="Alpharius93" reply="13" id="2701719"]Is this awesome mod ready for downloading? Will it be avaliable for vanilla sins? [/quote] Thanks for the interest. No the mod is still in the alpha stage currently. I also only plan to support Diplomacy at the moment. I may include Entrenchment after the mod is more mature.
[quote]and zombie that is one hell of a list u got there but some of the mods either arent updated(exp: realcapitalships), arent for entrenchment or just a bit too old to be updated ill post the link if u let me but i hope that people can update the mods but thanks anyways![/quote] Not my link... it's rjhughes67's <img src="http://web.stardock.net/images/accoun
That is way too cool. Some of those pics are really nice [e digicons]:inlove:[/e] [quote]You found some nice sci-fi pics there. I have a couple questions.[/quote] Agreed! some are filler until I can find better though. [quote]Can we make the Player portraits larger to fit more pics. The bottom row is cut and I wouldn't mind more rows or columns. Not that I would use them all but it would be nice to have all the pics in. Or just make another file and reference that
Check this site out too http://ricksgalaxy.homestead.com/links.html . He's got a nice presentation of the active mods.
Looks nice on the soase.weebly.com [e digicons]:thumbsup:[/e] [quote]Lets see if I can use this to add player pictures. This could also use a bump [/quote] It should work for you. I've used this process to add player pictures previously. Here's a Player Portrait example I've done.
Version 0.7 will be coming soon. I'm currently testing the first iteration of content assistance (key words, entity references, sound references, etc) and syntax coloring. So far it's looking pretty good. I may have some time to add hover help before the release but won't worry to much if it's not there in time. There will also be a quite a few updates to the syntax rules that will make validations a little more accurate (more still to come as I learn more). For example,
Yes, please try that. On the Windows 64 bit systems I had to do the same, plus I had to download the 64 bit version of eclipse too. Let me know if that works. And thank you for the feedback.
Fair enough [e digicons]B)[/e]
[quote who="TrooperScooper7" reply="2" id="2713316"] I can't get the tool to work, but that's b/c I have absolutely no experience with java.... How do you install it? [/quote] What specifically is it you can't get to work? Also, no Java experience is required. The core part of this plugin is simply a validation tool that sits on top of the Eclipse text editor. The ant tasks are purely optional and also don't require any java experience. Did you follow these ste
[quote]will this work? also, the length of the buff is determined by the ability file (which i haven't started on) right?[/quote] visually it looks ok. I think the Charged Missiles approach as a toggle type ability is the way to go here still.
We seem to be talking over one another. You say "Can they turn?". I'm explaining why they don't in the game. "Should they turn?" is a different question. I think they should be able to turn, but apparently the devs had other ideas. [quote]That is untrue. As I showed in my first post in this thread, Argonev can fire one bank of weapons in some directions and two banks at once at other directions. Orkulus has the same, not sure a
[quote]Is that true? Can you make the argonev/transy do that?[/quote] No, like I said the TEC and Advent Star Base's rotate outwards and given their weapon banks have the same amount of damage there's no reason for them to rotate. The only time I see them rotate is after construction
[quote]My question ("how to make argonev/transy turn") is still waiting for an answer . Anyone?[/quote] So here's the deal with starbase rotation. In the StarBase entity files there is a field of rotateFacingType . This field can be used by structures as well as Star Bases. For example the TEC planet shield generator has TowardsOrbitBody set while the TEC and PSI Star Base's have AwayFromOrbitBody set. All
Your second buff BuffChargeBeamDoDamage looks fine. What you are missing is this in the BuffChargeBeamSelf after the passive weapon affect line. buffType "BuffChargeBeamDoDamage" targetFilter numOwnerships 1 ownership "Enemy" numObjects 4 object "CapitalShip" object "Frigate" object "PlanetModule" object "StarBase" numSpaces 1 space "Normal" numConstraints 0 <p
Just in case you missed my second point. You MUST have a buffType and targetFilter for ApplyBuffToTargetOnWeaponFired. Also, look at point 1 about RestoreShields. I don't think it will work with a negative value.
Impulse is the best digital installer around. I made the mistake of buying SCII from battle.net. Lets just say battle.net is no impulse (took 2 days to download and install over a high speed cable connection). I've redownloaded Sins several times taking a fraction of that to complete.
A couple of comments: 1) RestoreShields probably won't work with a negative value. You could use DoDamage and use a damageAffectType of AFFECT_ONLY_SHIELDS to accomplish the same thing. ( http://code.google.com/p/soaseplugin/wiki/buffOverTimeActionType ) 2) This ability isn't really setup right. The first instant action needs to have a buffType for doing the damage instead of the second instantAction.