ShadowMastiff2468 ShadowMastiff2468

Annatars Corner!!!

Annatars Corner!!!

Help keep Annatar among us! ASK QUESTIONS!!!! ANY!!!!!

This forum is for Annatars new Sins Answering Business (aka SAB)!

Ask him any question but in exchange you give him +1 karma for his answer! (hes not getting his monthly quota anymore..lets help him)!

So bring the questions here! But do write in a legible english and clearly formulate the question to help Annatar in his everlasting quest for Sins Fans Satisfaction (SFS)...(AKA Services For Sale)! LOOOOOOOoooooooooooooool

51,592 views 76 replies
Reply #26 Top

it could be diff abilites interacting with each other? was this in battle?

Reply #27 Top

I can't answer that one :P

Reply #28 Top

Evill...I can asure you when I test my new abilities, I test them under every circumstance, I even had a stopwatch next to me and noted the times of the abilities before and after the 'supposed' buff :(! Too bad though...cus it doesnt work well on cooldown times but then is 100% effective when you "apply on chance"! Weird how the game chances from one ability to another :)

Reply #29 Top

I stumped Annatar! I feel special! \o/

Evil, I was only using the ability at my home planet, there were no battles taking place and no other abilities interfering.

For those who care, after about 30 minutes of timing out stuff and graphing calculator magicks, the formula y=0.5-(0.2308312*ln x) (where y is the real world bonus and x is the bonus listed in the .entity) seems to work well to estimate the bonuses where x ranges from 0.5 to around 4.0; I didn't test lower than 0.5, and above 4.0 the numbers were getting pretty different.

Reply #30 Top

so with the formula, is it acceptable now? maybe this is a game formula?

 

Reply #31 Top

It's acceptable (for me anyway) in the range I listed, I would love to know what the actual reason is and if there is one, what the actual formula is.

That said, since I killed the topic I feel a need to bring it back to life... Is it possible for ability A to affect something in particular about ability B, such as repair amount or max number of targets?

Reply #32 Top

How would I go about changing the explosion radius on the Gravity Warhead or the Explosives Nanites ability on Vasari capital ships? (Kortul and the big lumpy ship).

Reply #33 Top

For Gravity Warhead, it's in BuffGravityWarheadSpawn.entity:

numInstantActions 1
instantAction
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffType "BuffGravityWarheadAction"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 2
        object "CapitalShip"
        object "Frigate"
        numConstraints 0
    range
        Level:0 3000.000000              < Level 1 range
        Level:1 3500.000000              < Level 2 range
        Level:2 4000.000000              < Level 3 range

 

For Volatile Nanites I'm not sure which of the 2 you'll want. The first is the radius for ships affected by the nanites in BuffVolatileNanitesSpawner.entity:

instantAction
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffType "BuffVolatileNanitesTarget"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 3
        object "CapitalShip"
        object "Frigate"
        object "PlanetModule"
        numConstraints 0
    range
        Level:0 2000.000000
        Level:1 2000.000000
        Level:2 2000.000000

The second is the radius for the damage dealt on ship death in BuffVolatileNanitesTarget.entity:

instantAction
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "OnOwnerDeath"
    buffType "BuffVolatileNanitesDeathDamage"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 3
        object "CapitalShip"
        object "Frigate"
        object "PlanetModule"
        numConstraints 0
    range
        Level:0 1000.000000
        Level:1 1000.000000
        Level:2 1000.000000

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Reply #34 Top

Annatar,

Can you see three trees but only two trunks?

Reply #35 Top

If I'm drunk enough, I can see just about anything.

Reply #36 Top

will you test out my Pirate Mod?

Reply #37 Top

I don't really have time to test mods :( I've got work, Entrenchment beta, Demigod beta, and other stuff.

Reply #38 Top

I approve this thread.

Reply #39 Top

I asked Y before, but failing that  I would like to know if Targeting lines are a hardcoded effect or can more be made visible by modding. Lets say with that sins editor that is in the works.

 

I would be able to better micromanage diverse fleets if I knew where the enemy might be attacing next before the ships blew up. X|

Reply #40 Top

I asked Y before, but failing that I would like to know if Targeting lines are a hardcoded effect or can more be made visible by modding. Lets say with that sins editor that is in the works.

Interesting question, but I'm going to make an educated guess that they're hardcoded.

Reply #42 Top

Ok, I've been scouring GameInfo files for nearly 2 hours, and I most likely can't see the forest for the trees.

 

How can I change the amount of antimatter phasejumping steals? 

Reply #43 Top

PlayerPhase/TEC/Psi.entity file

hyperspaceData
 chargeUpEffectName "HyperspaceChargeUp"
 chargeUpEffectNameBetweenStars "HyperspaceChargeUpSolarSystem"
 chargeUpEffectSoundID "HYPERSPACE_CHARGEUP"
 travelEffectName "HyperspaceTravel"
 travelEffectNameBetweenStars "HyperspaceTravelSolarSystem"
 travelEffectSoundID "HYPERSPACE_TRAVEL"
 exitEffectName "HyperspaceExit"
 exitEffectSoundID "HYPERSPACE_EXIT"
 baseHyperspaceSpeed 29500.0
 hyperspaceSpeedBetweenStarsMultiplier 24.0
 hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.0
 baseHyperspaceAntiMatterCost 100.0  <==============================
 baseHyperspaceChargeUpTime 7.000000 

Here you go :)

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Reply #44 Top

Thanks man! Karma given =)

Another question, is it possible to mod it so that allies can use the phase stabilizers I build and vice versa?

Reply #45 Top

now that my dear man is AN EXCELLENT QUESTION!!!!!! that actually NEVER crossed my mind...as such I do not have a quick answer to give you! I therefore transfer you too our all-mighty god!

MOM....come down here please! A codder needs your help *Annatar comes down the stairs*! Oh heya dad...whatchu up to today? ;) looooool!

Justin S.

PS: this is fiction....;)

Reply #46 Top

MOM....come down here please! A codder needs your help *Annatar comes down the stairs*! Oh heya dad...whatchu up to today? looooool!

I have the urge to be very frightened by this statement.....

Another question, is it possible to mod it so that allies can use the phase stabilizers I build and vice versa?

Noes :(

Reply #47 Top

I'm scared too.....

Ah too bad, would've been awesome. Thanks in any case though =)

Reply #48 Top

Ok new question for the pop quiz master. I asked yesterday about changing the hyperspace antimatter requirements, and that worked (duh), but is it possible to change it for each ship individually as well?

Reply #49 Top

ALRIGHT!!!

I, now have a REAL question for annatar.

One of my abilities has a ceratain Buff, BuffSmugglePlanet (which I show below)

This buff is applied to a planet, it is SUPPOSED to do two things 1) make the planet un-collynizable. and 2) apply the "BuffSmuggleTarget" to frigates and capitol ship in the Grav well.

Problem is, it doesn't. Only thing this ability does is make the planet un-collinisable. It does NOT apply any buff to any ship in the grav well (Have tested this using the Developer)

here is the buff in question:

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
 buffInstantActionType "ApplyBuffToTargetsAtOrbitBody"
 instantActionTriggerType "AlwaysPerform"
 buffType "BuffSmuggleTarget"
 targetFilter
  numOwnerships 0
  numObjects 2
  object "CapitalShip"
  object "Frigate"
  numConstraints 0
 maxTargetCount
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 effectInfo
  effectAttachInfo
   attachType "Invalid"
  smallEffectName ""
  largeEffectName ""
  soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "CannotBeColonized"
numFinishConditions 2
finishCondition
 finishConditionType "OwnerChanged"
finishCondition
 finishConditionType "FirstSpawnerNoLongerHasBuff"
 buffTypeToQuery "BuffSmuggleSelf"

Reply #50 Top

I think ApplyBuffToTargetsAtOrbitBody only works when the ability is assigned to the planet. Maybe ApplyBuffToTargetsInRadius with the radius large enough to cover the whole gravwell*1.33 (for the +33% size planet bonuses)?